Add a Hit-Test result events.
[platform/core/uifw/dali-core.git] / dali / devel-api / actors / actor-devel.h
index 3a075e2..5cda265 100644 (file)
@@ -2,7 +2,7 @@
 #define DALI_ACTOR_DEVEL_H
 
 /*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 
 // INTERNAL INCLUDES
 #include <dali/public-api/actors/actor.h>
+#include <dali/public-api/math/rect.h>
 
 namespace Dali
 {
-
 namespace DevelActor
 {
-
 namespace Property
 {
-
 enum Type
 {
-  PARENT_ORIGIN               = Dali::Actor::Property::PARENT_ORIGIN,
-  PARENT_ORIGIN_X             = Dali::Actor::Property::PARENT_ORIGIN_X,
-  PARENT_ORIGIN_Y             = Dali::Actor::Property::PARENT_ORIGIN_Y,
-  PARENT_ORIGIN_Z             = Dali::Actor::Property::PARENT_ORIGIN_Z,
-  ANCHOR_POINT                = Dali::Actor::Property::ANCHOR_POINT,
-  ANCHOR_POINT_X              = Dali::Actor::Property::ANCHOR_POINT_X,
-  ANCHOR_POINT_Y              = Dali::Actor::Property::ANCHOR_POINT_Y,
-  ANCHOR_POINT_Z              = Dali::Actor::Property::ANCHOR_POINT_Z,
-  SIZE                        = Dali::Actor::Property::SIZE,
-  SIZE_WIDTH                  = Dali::Actor::Property::SIZE_WIDTH,
-  SIZE_HEIGHT                 = Dali::Actor::Property::SIZE_HEIGHT,
-  SIZE_DEPTH                  = Dali::Actor::Property::SIZE_DEPTH,
-  POSITION                    = Dali::Actor::Property::POSITION,
-  POSITION_X                  = Dali::Actor::Property::POSITION_X,
-  POSITION_Y                  = Dali::Actor::Property::POSITION_Y,
-  POSITION_Z                  = Dali::Actor::Property::POSITION_Z,
-  WORLD_POSITION              = Dali::Actor::Property::WORLD_POSITION,
-  WORLD_POSITION_X            = Dali::Actor::Property::WORLD_POSITION_X,
-  WORLD_POSITION_Y            = Dali::Actor::Property::WORLD_POSITION_Y,
-  WORLD_POSITION_Z            = Dali::Actor::Property::WORLD_POSITION_Z,
-  ORIENTATION                 = Dali::Actor::Property::ORIENTATION,
-  WORLD_ORIENTATION           = Dali::Actor::Property::WORLD_ORIENTATION,
-  SCALE                       = Dali::Actor::Property::SCALE,
-  SCALE_X                     = Dali::Actor::Property::SCALE_X,
-  SCALE_Y                     = Dali::Actor::Property::SCALE_Y,
-  SCALE_Z                     = Dali::Actor::Property::SCALE_Z,
-  WORLD_SCALE                 = Dali::Actor::Property::WORLD_SCALE,
-  VISIBLE                     = Dali::Actor::Property::VISIBLE,
-  COLOR                       = Dali::Actor::Property::COLOR,
-  COLOR_RED                   = Dali::Actor::Property::COLOR_RED,
-  COLOR_GREEN                 = Dali::Actor::Property::COLOR_GREEN,
-  COLOR_BLUE                  = Dali::Actor::Property::COLOR_BLUE,
-  COLOR_ALPHA                 = Dali::Actor::Property::COLOR_ALPHA,
-  WORLD_COLOR                 = Dali::Actor::Property::WORLD_COLOR,
-  WORLD_MATRIX                = Dali::Actor::Property::WORLD_MATRIX,
-  NAME                        = Dali::Actor::Property::NAME,
-  SENSITIVE                   = Dali::Actor::Property::SENSITIVE,
-  LEAVE_REQUIRED              = Dali::Actor::Property::LEAVE_REQUIRED,
-  INHERIT_ORIENTATION         = Dali::Actor::Property::INHERIT_ORIENTATION,
-  INHERIT_SCALE               = Dali::Actor::Property::INHERIT_SCALE,
-  COLOR_MODE                  = Dali::Actor::Property::COLOR_MODE,
-  POSITION_INHERITANCE        = Dali::Actor::Property::POSITION_INHERITANCE,
-  DRAW_MODE                   = Dali::Actor::Property::DRAW_MODE,
-  SIZE_MODE_FACTOR            = Dali::Actor::Property::SIZE_MODE_FACTOR,
-  WIDTH_RESIZE_POLICY         = Dali::Actor::Property::WIDTH_RESIZE_POLICY,
-  HEIGHT_RESIZE_POLICY        = Dali::Actor::Property::HEIGHT_RESIZE_POLICY,
-  SIZE_SCALE_POLICY           = Dali::Actor::Property::SIZE_SCALE_POLICY,
-  WIDTH_FOR_HEIGHT            = Dali::Actor::Property::WIDTH_FOR_HEIGHT,
-  HEIGHT_FOR_WIDTH            = Dali::Actor::Property::HEIGHT_FOR_WIDTH,
-  PADDING                     = Dali::Actor::Property::PADDING,
-  MINIMUM_SIZE                = Dali::Actor::Property::MINIMUM_SIZE,
-  MAXIMUM_SIZE                = Dali::Actor::Property::MAXIMUM_SIZE,
-  INHERIT_POSITION            = Dali::Actor::Property::INHERIT_POSITION,
-  CLIPPING_MODE               = Dali::Actor::Property::CLIPPING_MODE,
-  LAYOUT_DIRECTION            = Dali::Actor::Property::LAYOUT_DIRECTION,
-  INHERIT_LAYOUT_DIRECTION    = Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION,
+  PARENT_ORIGIN              = Dali::Actor::Property::PARENT_ORIGIN,
+  PARENT_ORIGIN_X            = Dali::Actor::Property::PARENT_ORIGIN_X,
+  PARENT_ORIGIN_Y            = Dali::Actor::Property::PARENT_ORIGIN_Y,
+  PARENT_ORIGIN_Z            = Dali::Actor::Property::PARENT_ORIGIN_Z,
+  ANCHOR_POINT               = Dali::Actor::Property::ANCHOR_POINT,
+  ANCHOR_POINT_X             = Dali::Actor::Property::ANCHOR_POINT_X,
+  ANCHOR_POINT_Y             = Dali::Actor::Property::ANCHOR_POINT_Y,
+  ANCHOR_POINT_Z             = Dali::Actor::Property::ANCHOR_POINT_Z,
+  SIZE                       = Dali::Actor::Property::SIZE,
+  SIZE_WIDTH                 = Dali::Actor::Property::SIZE_WIDTH,
+  SIZE_HEIGHT                = Dali::Actor::Property::SIZE_HEIGHT,
+  SIZE_DEPTH                 = Dali::Actor::Property::SIZE_DEPTH,
+  POSITION                   = Dali::Actor::Property::POSITION,
+  POSITION_X                 = Dali::Actor::Property::POSITION_X,
+  POSITION_Y                 = Dali::Actor::Property::POSITION_Y,
+  POSITION_Z                 = Dali::Actor::Property::POSITION_Z,
+  WORLD_POSITION             = Dali::Actor::Property::WORLD_POSITION,
+  WORLD_POSITION_X           = Dali::Actor::Property::WORLD_POSITION_X,
+  WORLD_POSITION_Y           = Dali::Actor::Property::WORLD_POSITION_Y,
+  WORLD_POSITION_Z           = Dali::Actor::Property::WORLD_POSITION_Z,
+  ORIENTATION                = Dali::Actor::Property::ORIENTATION,
+  WORLD_ORIENTATION          = Dali::Actor::Property::WORLD_ORIENTATION,
+  SCALE                      = Dali::Actor::Property::SCALE,
+  SCALE_X                    = Dali::Actor::Property::SCALE_X,
+  SCALE_Y                    = Dali::Actor::Property::SCALE_Y,
+  SCALE_Z                    = Dali::Actor::Property::SCALE_Z,
+  WORLD_SCALE                = Dali::Actor::Property::WORLD_SCALE,
+  VISIBLE                    = Dali::Actor::Property::VISIBLE,
+  COLOR                      = Dali::Actor::Property::COLOR,
+  COLOR_RED                  = Dali::Actor::Property::COLOR_RED,
+  COLOR_GREEN                = Dali::Actor::Property::COLOR_GREEN,
+  COLOR_BLUE                 = Dali::Actor::Property::COLOR_BLUE,
+  COLOR_ALPHA                = Dali::Actor::Property::COLOR_ALPHA,
+  WORLD_COLOR                = Dali::Actor::Property::WORLD_COLOR,
+  WORLD_MATRIX               = Dali::Actor::Property::WORLD_MATRIX,
+  NAME                       = Dali::Actor::Property::NAME,
+  SENSITIVE                  = Dali::Actor::Property::SENSITIVE,
+  LEAVE_REQUIRED             = Dali::Actor::Property::LEAVE_REQUIRED,
+  INHERIT_ORIENTATION        = Dali::Actor::Property::INHERIT_ORIENTATION,
+  INHERIT_SCALE              = Dali::Actor::Property::INHERIT_SCALE,
+  COLOR_MODE                 = Dali::Actor::Property::COLOR_MODE,
+  DRAW_MODE                  = Dali::Actor::Property::DRAW_MODE,
+  SIZE_MODE_FACTOR           = Dali::Actor::Property::SIZE_MODE_FACTOR,
+  WIDTH_RESIZE_POLICY        = Dali::Actor::Property::WIDTH_RESIZE_POLICY,
+  HEIGHT_RESIZE_POLICY       = Dali::Actor::Property::HEIGHT_RESIZE_POLICY,
+  SIZE_SCALE_POLICY          = Dali::Actor::Property::SIZE_SCALE_POLICY,
+  WIDTH_FOR_HEIGHT           = Dali::Actor::Property::WIDTH_FOR_HEIGHT,
+  HEIGHT_FOR_WIDTH           = Dali::Actor::Property::HEIGHT_FOR_WIDTH,
+  PADDING                    = Dali::Actor::Property::PADDING,
+  MINIMUM_SIZE               = Dali::Actor::Property::MINIMUM_SIZE,
+  MAXIMUM_SIZE               = Dali::Actor::Property::MAXIMUM_SIZE,
+  INHERIT_POSITION           = Dali::Actor::Property::INHERIT_POSITION,
+  CLIPPING_MODE              = Dali::Actor::Property::CLIPPING_MODE,
+  LAYOUT_DIRECTION           = Dali::Actor::Property::LAYOUT_DIRECTION,
+  INHERIT_LAYOUT_DIRECTION   = Dali::Actor::Property::INHERIT_LAYOUT_DIRECTION,
+  OPACITY                    = Dali::Actor::Property::OPACITY,
+  SCREEN_POSITION            = Dali::Actor::Property::SCREEN_POSITION,
+  POSITION_USES_ANCHOR_POINT = Dali::Actor::Property::POSITION_USES_ANCHOR_POINT,
+  CULLED                     = Dali::Actor::Property::CULLED,
+  ID                         = Dali::Actor::Property::ID,
+  HIERARCHY_DEPTH            = Dali::Actor::Property::HIERARCHY_DEPTH,
+  IS_ROOT                    = Dali::Actor::Property::IS_ROOT,
+  IS_LAYER                   = Dali::Actor::Property::IS_LAYER,
+  CONNECTED_TO_SCENE         = Dali::Actor::Property::CONNECTED_TO_SCENE,
+  KEYBOARD_FOCUSABLE         = Dali::Actor::Property::KEYBOARD_FOCUSABLE,
 
   /**
    * @brief Sets the sibling order of the actor so depth position can be defined within the same parent.
@@ -96,45 +103,96 @@ enum Type
    * @note Raise, Lower, RaiseToTop, LowerToBottom, RaiseAbove and LowerBelow will override the
    * sibling order. The values set by this Property will likely change.
    */
-  SIBLING_ORDER = INHERIT_LAYOUT_DIRECTION + 1,
+  SIBLING_ORDER,
 
   /**
-   * @brief The opacity of the actor.
-   * @details Name "opacity", type Property::FLOAT.
+   * @brief Sets the update size hint of the actor.
+   * @details Name "updateSizeHint", type Property::VECTOR2.
+   * @note Overrides the size used for the actor damaged area calculation. Affected by the actor model view matrix.
    */
-  OPACITY = INHERIT_LAYOUT_DIRECTION + 2,
+  UPDATE_SIZE_HINT,
+
+  /**
+    * @brief If this actor receives a touch-start event, then all following touch events are sent to this actor until a touch-end.
+    * @details Name "captureAllTouchAfterStart", type Property::BOOLEAN
+    * @note Default is false, i.e. actor under touch event will receive the touch even if touch started on this actor
+    */
+  CAPTURE_ALL_TOUCH_AFTER_START,
+
+  /**
+    * @brief If you set the TOUCH_AREA_OFFSET on an actor, when you touch the actor, the touch area is expand from the size of actor.
+    * @details Name "touchAreaOffset", type Property::Rect<int> (left, right, bottom, top).
+    * For example
+    * @code{.cpp}
+    *  Actor actor = Actor::New();
+    *  actor.SetProperty(Actor::Property::SIZE, Vector2(20.0f, 20.0f));
+    *  actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(-10, 20, 30, -40));
+    *  actor.TouchedSignal().Connect(OnTouchCallback);
+    *
+    * +---------------------+
+    * |         ^           |
+    * |         |           |
+    * |         | -40       |
+    * |         |           |
+    * |         |           |
+    * |    +----+----+      |
+    * |    |         |      |
+    * | -10|         | 20   |
+    * |<---+         +----->|
+    * |    |         |      |
+    * |    |         |      |
+    * |    +----+----+      |
+    * |         |           |
+    * |         | 30        |
+    * |         |           |
+    * |         v           |
+    * +---------------------+
+    * @endcode
+    * The actual touched size is actor.width + touchAreaOffset.right - touchAreaOffset.left and actor.height + touchAreaOffset.bottom - touchAreaOffset.top
+    */
+  TOUCH_AREA_OFFSET,
 
   /**
-   * @brief Returns the screen position of the Actor
-   * @details Name "screenPosition", type Property::VECTOR2. Read-only
-   * @note This assumes default camera and default render-task and the Z position is ZERO.
+   * @brief Determines which blend equation will be used to render renderers of this actor.
+   * @pre To use Advanced Blend Equation(DevelBlendEquation::MULTIPLY ~ DevelBlendEquation::LUMINOSITY), the color to be rendered should be pre-multipled alpha.
+   * @details Name "blendEquation", type Property::INTEGER.
+   * @note Color of each renderer will be blended with rendering framebuffer.
+   * @note To check the blend equation is supported in the system, use Dali::Capabilities::IsBlendEquationSupported
    */
-  SCREEN_POSITION = INHERIT_LAYOUT_DIRECTION + 3,
+  BLEND_EQUATION,
 
   /**
-   * @brief Determines whether the anchor point should be used to determine the position of the actor.
-   * @details Name "positionUsesAnchorPoint", type Property::BOOLEAN.
-   * @note This is true by default.
-   * @note If false, then the top-left of the actor is used for the position.
-   * @note Setting this to false will allow scaling or rotation around the anchor-point without affecting the actor's position.
+   * @brief Sets whether this view can focus by touch. If user sets this to true, the actor will be focused when user touch it.
+   * @code
+   * Actor actor = Actor::New();
+   * actor.SetProperty(Actor::Property::KEYBOARD_FOCUSABLE, true); // whether the view can have focus or not with keyboard navigation.
+   * actor.SetProperty(DevelActor::Property::TOUCH_FOCUSABLE, true); // Whether the user can focus by touch, user can set focus by touching the actor.
+   * @endcode
+   * @details Name "touchFocusable", type Property::BOOLEAN.
    */
-  POSITION_USES_ANCHOR_POINT = INHERIT_LAYOUT_DIRECTION + 4,
+  TOUCH_FOCUSABLE,
+
+  /**
+   * @brief Whether the children of this actor can be focusable by keyboard navigation. If user sets this to false, the children of this actor will not be focused.
+   * @details Name "keyboardFocusableChildren", type Property::BOOLEAN.
+   * @note Default value is true.
+   */
+  KEYBOARD_FOCUSABLE_CHILDREN
 };
 
 } // namespace Property
 
 namespace VisibilityChange
 {
-
 enum Type
 {
-  SELF,   ///< The visibility of the actor itself has changed.
-  PARENT  ///< The visibility of a parent has changed.
+  SELF,  ///< The visibility of the actor itself has changed.
+  PARENT ///< The visibility of a parent has changed.
 };
 
 } // namespace VisibilityChange
 
-typedef Signal< void ( Actor, bool, VisibilityChange::Type ) > VisibilityChangedSignalType; ///< Signal type of VisibilityChangedSignalType
+using VisibilityChangedSignalType = Signal<void(Actor, bool, VisibilityChange::Type)>; ///< Signal type of VisibilityChangedSignalType
 
 /**
  * @brief This signal is emitted when the visible property of this or a parent actor is changed.
@@ -150,10 +208,16 @@ typedef Signal< void ( Actor, bool, VisibilityChange::Type ) > VisibilityChanged
  * @pre The Actor has been initialized.
  * @note This signal is NOT emitted if the actor becomes transparent (or the reverse), it's only linked with Actor::Property::VISIBLE.
  */
-DALI_CORE_API VisibilityChangedSignalType& VisibilityChangedSignal( Actor actor );
+DALI_CORE_API VisibilityChangedSignalType& VisibilityChangedSignal(Actor actor);
 
+/**
+ * Calculates screen position and size.
+ *
+ * @return pair of two values, position of top-left corner on screen and size respectively.
+ */
+DALI_CORE_API Rect<> CalculateScreenExtents(Actor actor);
 
-typedef Signal< void (Actor) > ChildChangedSignalType; ///< Called when the actor has a child added or removed
+using ChildChangedSignalType = Signal<void(Actor)>; ///< Called when the actor has a child added or removed
 
 /**
  * @brief This signal is emitted when a child is added to this actor.
@@ -171,7 +235,7 @@ typedef Signal< void (Actor) > ChildChangedSignalType; ///< Called when the acto
  * @return The signal to connect to
  * @pre The Actor has been initialized
  */
-DALI_CORE_API ChildChangedSignalType& ChildAddedSignal( Actor actor );
+DALI_CORE_API ChildChangedSignalType& ChildAddedSignal(Actor actor);
 
 /**
  * @brief This signal is emitted when a child is removed from this actor.
@@ -193,10 +257,9 @@ DALI_CORE_API ChildChangedSignalType& ChildAddedSignal( Actor actor );
  * @return The signal to connect to
  * @pre The Actor has been initialized
  */
-DALI_CORE_API ChildChangedSignalType& ChildRemovedSignal( Actor actor );
-
+DALI_CORE_API ChildChangedSignalType& ChildRemovedSignal(Actor actor);
 
-typedef Signal< void (void) > ChildOrderChangedSignalType; ///< Used when the actor's children have changed order
+using ChildOrderChangedSignalType = Signal<void(Actor)>; ///< Used when the actor's children have changed order
 
 /**
  * @brief This signal is emitted when an actor's children change their sibling order
@@ -210,9 +273,113 @@ typedef Signal< void (void) > ChildOrderChangedSignalType; ///< Used when the ac
  * @return The signal to connect to
  * @pre The Actor has been initialized
  */
-DALI_CORE_API ChildOrderChangedSignalType& ChildOrderChangedSignal( Actor actor );
+DALI_CORE_API ChildOrderChangedSignalType& ChildOrderChangedSignal(Actor actor);
 
+/**
+ * @brief This signal is emitted when intercepting the actor's touch event.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ *   void MyCallbackName( Actor actor );
+ * @endcode
+ * actor The actor to intercept
+ *
+ * @note TouchEvent callbacks are called from the last child in the order of the parent's actor.
+ * The InterceptTouchEvent callback is to intercept the touch event in the parent.
+ * So, if the parent interepts the touch event, the child cannot receive the touch event.
+ *
+ * @note example
+ *   Actor parent = Actor::New();
+ *   Actor child = Actor::New();
+ *   parent.Add(child);
+ *   child.TouchedSignal().Connect(&application, childFunctor);
+ *   parent.TouchedSignal().Connect(&application, parentFunctor);
+ * The touch event callbacks are called in the order childFunctor -> parentFunctor.
+ *
+ * If you connect interceptTouchSignal to parentActor.
+ *   Dali::DevelActor::InterceptTouchedSignal(parent).Connect(&application, interceptFunctor);
+ *
+ * When interceptFunctor returns false, the touch event callbacks are called in the same order childFunctor -> parentFunctor.
+ * If interceptFunctor returns true, it means that the TouchEvent was intercepted.
+ * So the child actor will not be able to receive touch events.
+ * Only the parentFunctor is called.
+ *
+ * @return The signal to connect to
+ * @pre The Actor has been initialized
+ */
+DALI_CORE_API Actor::TouchEventSignalType& InterceptTouchedSignal(Actor actor);
 
+/**
+ * @brief This is used when the parent actor wants to listen to gesture events.
+ *
+ * @note example The child is overlapped on the parent.
+ * Currently, if you tap a child, the parent cannot listen to the tap event.
+ * Now, If set to SetNeedGesturePropagation(true), the parent can receive gesture events.
+ * Please call this setting inside a gesture callback, it will be reset after the gesture callback is called.
+ * @code
+ * {
+ *    Actor parent = Actor::New();
+ *    Actor child = Actor::New();
+ *    parent.Add(child);
+ *    parentTapDetector = TapGestureDetector::New();
+ *    childTapDetector = TapGestureDetector::New();
+ *    parentTapDetector.Attach(parent);
+ *    childTapDetector.Attach(child);
+ *    parentTapDetector.DetectedSignal().Connect(this, &OnParentTap);
+ *    childTapDetector.DetectedSignal().Connect(this, &OnChildTap);
+ * }
+ * void OnChildTap(Dali::Actor actor, const Dali::TapGesture& tap)
+ * {
+ *    // If you set SetNeedGesturePropagation to true here, the parent actor can also listen to events
+ *    Dali::DevelActor::SetNeedGesturePropagation(Self(), true);
+ * }
+ * @endcode
+ *
+ */
+DALI_CORE_API void SetNeedGesturePropagation(Actor actor, bool propagation);
+
+/**
+ * Switch parent in the same tree.
+ * This method changes the actor's parent with keeping on scene state.
+ * Both of current parent Actor and new parent Actor must already be added on Scene.
+ * This method don't emit notification about add/remove and on/off scene.
+ * @param [in] actor This actor
+ * @param [in] newParent An actor to be a new parent of this actor.
+ */
+DALI_CORE_API void SwitchParent(Actor actor, Actor newParent);
+
+/**
+ * @brief This signal is emitted when an actor is hit through hit-test.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ *   void MyCallbackName( Actor actor );
+ * @endcode
+ * actor The actor to intercept
+ *
+ * @note This callback is called when the actor is hit.
+ * If true is returned, TouchEvent is called from the this actor.
+ * If false is returned, the hit test starts again from the next lower actor.
+ *
+ * @note example
+ *   Actor topActor = Actor::New();
+ *   Actor bottomActor = Actor::New();
+ *   topActor.TouchedSignal().Connect(&application, topActorFunctor);
+ *   bottomActor.TouchedSignal().Connect(&application, bottomActorFunctor);
+ * The two actors have no relationship.
+ * So when the topActor is touched, the event cannot be propagated to the bottomActor.
+ *
+ * If you connect HitTestResultSignal to topActor.
+ *   Dali::DevelActor::HitTestResultSignal(topActor).Connect(&application, hitTestResultFunctor);
+ *
+ * If the hitTestResult Functor returns false, it passes the hit-test and starts the hit-test again from the next lower actor.
+ * So the bottomActor can be hit and receive touch events.
+ * If hitTestResult returns true, it means that it has been hit. So it receives a TouchEvent from itself.
+ *
+ * @return The signal to connect to
+ * @pre The Actor has been initialized
+ */
+DALI_CORE_API Actor::TouchEventSignalType& HitTestResultSignal(Actor actor);
 
 } // namespace DevelActor