Namespace Tizen.NUI

Description

Classes

AbsoluteLayout

[Draft] This class implements a absolute layout, allowing explicit positioning of children. Positions are from the top left of the layout and can be set using the Actor::Property::POSITION and alike.

Adaptor

An Adaptor object is used to initialize and control how Dali runs.

It provides the lifecycle interface that allows the application writer to provide their own main loop and other platform related features.

The Adaptor class provides a means for initialising the resources required by the Dali::Core.

When dealing with platform events, the application writer must ensure that DALi is called in a thread-safe manner.

As soon as the Adaptor class is created and started, the application writer can initialise their view objects straight away or as required by the main loop they intend to use (there is no need to wait for an initialize signal as per the Tizen.NUI.Application class).

AlphaFunction

Alpha functions are used in animations to specify the rate of change of the animation parameter over time.
Understanding an animation as a parametric function over time, the alpha function is applied to the parameter of the animation before computing the final animation value.

Animatable

Animatable.

AnimatedImageVisual

A class encapsulating the property map of the animated image (AGIF) visual.

Animation

Animation can be used to animate the properties of any number of objects, typically view.
If the "Finished" event is connected to a member function of an object, it must be disconnected before the object is destroyed.
This is typically done in the object destructor, and requires either the animation handle to be stored.
The overall animation time is superseded by the values given in the animation time used when calling the AnimateTo(), AnimateBy(), AnimateBetween() and AnimatePath() methods.
If any of the individual calls to those functions exceeds the overall animation time (Duration), then the overall animation time is automatically extended.

BaseHandle

BaseHandle is a handle to an internal Dali resource.

BaseHandle.FocusRequestArgs

Contains event arguments for the FocusChangeRequested event.

BorderVisual

A class encapsulating the property map of the border visual.

Color

The Color class.

ColorVisual

A class encapsulating the property map of the color visual.

Container

The Container is an abstract class to be inherited from by classes that desire to have views added to them.

CustomViewRegistry

View the Registry singleton. Used for registering controls and any scriptable properties they have (see ScriptableProperty).

Internal Design from C# to C++

  • Each custom C# view should have it's static constructor called before any JSON file is loaded. Static constructors for a class will only run once ( they are run per control type, not per instance). Example of running a static constructor: System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (typeof(Spin).TypeHandle); Inside the static constructor the control should register it's type with the ViewRegistry For example:

static Spin() { ViewRegistry.Instance.Register(CreateInstance, typeof(Spin) ); }

The control should also provide a CreateInstance function, which gets passed to the ViewRegistry. // Eventually it will be called if DALi Builderfinds a Spin control in a JSON file. static CustomView CreateInstance() { return new Spin(); }

The DALi C++ equivalent of this is

TypeRegistration mType( typeid(Toolkit::Spin), typeid(Toolkit::Control), CreateInstance );

Degree

An angle in degrees.
This reduces ambiguity when using methods which accept angles in degrees or radians.

Disposable

Disposable class.

Extents

Extents class describing the a collection of uint16_t.

FlexLayout

[Draft] This class implements a flex layout. The flex layout implementation is based on open source Facebook Yoga layout engine. For more information about the flex layout API and how to use it please refer to https://yogalayout.com/docs/ We implement the subset of the API in the class below.

FocusManager

Provides the functionality of handling keyboard navigation and maintaining the two-dimensional keyboard focus chain.
It provides functionality of setting the focus and moving the focus in four directions( i.e., left, right, up, and down).
It also draws a highlight for the focused view and sends an event when the focus is changed.

FocusManager.FocusChangedEventArgs

Event arguments that passed via the FocusChanged signal.

FocusManager.FocusedViewActivatedEventArgs

Event arguments that passed via the FocusedViewEnterKey signal.

FocusManager.FocusGroupChangedEventArgs

Event arguments that passed via the FocusGroupChanged signal.

FocusManager.PreFocusChangeEventArgs

Event arguments that passed via the PreFocusChange signal.

FontClient

FontClient provides access to font information and resources.

Geometry

Geometry is handle to an object that can be used to define a geometric elements.

Gesture

Base structure for different gestures that an application can receive.
A Gesture is an event that is produced from a combination of several touch events in a particular order or within a certain time frame (for example, pinch).

GetResourcesProvider

A class to get resources in current application.

GradientVisual

A class encapsulating the property map of the gradient visual.

GridLayout

[Draft] This class implements a grid layout

Hover

Hover events are a collection of points at a specific moment in time.
When a multi-event occurs, each point represents the points that are currently being hovered or the points where a hover has stopped.

ImageVisual

A class encapsulating the property map of the image visual.

InputMethod

A class encapsulating the input method map.

InputMethodContext

Specifically manages the input method framework (IMF) that enables the virtual or hardware keyboards.

InputMethodContext.ActivatedEventArgs

InputMethodContext activated event arguments.

InputMethodContext.CallbackData

Data required by the IMF from the callback.

InputMethodContext.EventData

This structure is used to pass on data from the IMF regarding predictive text.

InputMethodContext.EventReceivedEventArgs

InputMethodContext event receives event arguments.

InputMethodContext.KeyboardTypeChangedEventArgs

InputMethodContext keyboard type changed event arguments.

InputMethodContext.LanguageChangedEventArgs

InputMethodContext language changed event arguments.

InputMethodContext.ResizedEventArgs

InputMethodContext resized event arguments.

InputMethodContext.StatusChangedEventArgs

InputMethodContext status changed event arguments.

Key

The key structure is used to store a key press.

KeyFrames

A set of key frames for a property that can be animated using DALi animation.
This allows the generation of key frame objects from individual Property::Values.

KeyValue

KeyValue class.

Layer

Layers provide a mechanism for overlaying groups of actors on top of each other.

LayoutGroup

[Draft] LayoutGroup class providing container functionality.

LayoutItem

[Draft] Base class for layouts. It is used to layout a View It can be laid out by a LayoutGroup.

LayoutTransition

LayoutTransition stores the animation setting for a transition conidition.

LinearLayout

[Draft] This class implements a linear box layout, automatically handling right to left or left to right direction change.

LongPressGesture

A long press gesture is emitted when the user holds the screen with the stated number of fingers.
A long press gesture finishes when all touches have been released.

MeshVisual

A class encapsulating the property map of the mesh visual.

NPatchVisual

A class encapsulating the property map of the n-patch image visual.

NUIApplication

Represents an application that have a UI screen. The NUIApplication class has a default stage.

NUIEventType

Class that represents the type of NUI event for backends. This class can be converted from string type.

NUIWatchApplication

Represents an application that can make watch-face.

NUIWatchApplication.AmbientChangedEventArgs

Event arguments that passed via ambient tick event signal.

NUIWatchApplication.AmbientTickEventArgs

Event arguments that passed via ambient tick event signal.

NUIWatchApplication.TimeTickEventArgs

Event arguments that passed via time tick event signal.

NUIWidgetApplication

Represents an application that have UI screen. The NUIWidgetApplication class has a default stage.

PaddingType

The gesture state.

PanGesture

A PanGesture is emitted when the user moves one or more fingers in a particular direction.
A pan gesture will end in the following ways:

  • User releases the primary finger (the first touch).
  • User has more fingers on the screen than the maximum specified.
  • User has less fingers on the screen than the minimum specified.
  • Cancelled by the system.
    A pan gesture will continue to be sent to the actor under than initial pan until it ends.

Path

A 3D parametric curve.
Paths can be used to animate the position and orientation of actors.

PinchGesture

A PinchGesture is emitted when the user moves two fingers towards or away from each other.
A pinch gesture will continue to be sent to the actor under the center point of the pinch until the pinch ends.

Position

Position is a three-dimensional vector.

Position2D

Position2D is a two-dimensional vector.

PrimitiveVisual

A class encapsulating the property map of the primetive visual.

PropertyArray

An array of property values.

PropertyBuffer

PropertyBuffer is a handle to an object that contains a buffer of structured properties.
PropertyBuffers can be used to provide data to Geometry objects.

PropertyCondition

A condition that can be evaluated on a Property Value

PropertyKey

A key type which can be either a std::string or a Property::Index.

PropertyMap

A map of property values, the key type could be string or Property::Index.

PropertyNotification

Issues a notification upon a condition of the property being met. See PropertyCondition for available defined conditions.

PropertyNotification.NotifyEventArgs

Event arguments that passed via Notify signal

PropertyValue

A value-type representing a property value.

Radian

An angle in radians.

Rectangle

The Rectangle class.

RelativeVector2

RelativeVector2 is a two-dimensional vector. Both values (x and y) should be between [0, 1].

RelativeVector3

RelativeVector3 is a three-dimensional vector. All values (x, y, z and w) should be between [0, 1].

RelativeVector4

RelativeVector4 is a four-dimensional vector. All values (x, y, and z) should be between [0, 1].

RelayoutContainer

An interface to encapsulate the information required for relayout.

Renderer

Renderer is a handle to an object used to show content by combining a Geometry, a TextureSet and a shader.

Rotation

The Rotation class.

Sampler

Sampler is a handle to an object that can be used to provide the sampling parameters to sample textures.

ScriptableProperty

Adds this attribute to any property belonging to a view (control) you want to be scriptable from JSON.

ScrollViewEffect

ScrollView Effect base class, used to apply custom effects to a ScrollView instance.

Shader

Shader.

Shader.Hint

Hint.

Size

A three-dimensional size.

Size2D

A two-dimensional size.

Spin

Spins the CustomView class.

StyleManager

The StyleManager informs applications of the system theme change, and supports application theme change at runtime.
Applies various styles to controls using the properties system.
On theme change, it automatically updates all controls, then raises a event to inform the application.
If the application wants to customize the theme, RequestThemeChange needs to be called.
It provides the path to the application resource root folder, from there the filename can be specified along with any subfolders, for example, Images, Models, etc.

StyleManager.StyleChangedEventArgs

Style changed event arguments.

SVGVisual

A class encapsulating the property map of the SVG visual.

TapGesture

A TapGesture is emitted when the user taps the screen with the stated number of fingers a stated number of times.

Texture

Texture represents a texture object used as input or output by shaders.

TextureSet

TextureSet is a handle to an object that specifies the set of images used as textures by a renderer.
The images have to be ordered in the same order they are declared in the shader.

TextVisual

A class encapsulating the property map of the text visual.

Timer

Mechanism to issue simple periodic or one-shot events.
Timer is provided for application developers to be able to issue simple periodic or one-shot events. Please note that the timer callback functions should return as soon as possible because they block the next SignalTick. Please note that timer signals are not in sync with DALi's render timer.
This class is a handle class so it can be stack allocated and used as a member.

Timer.TickEventArgs

Event arguments that passed via the tick event.

Touch

Touch events are a collection of points at a specific moment in time.
When a multi-touch event occurs, each point represents the points that are currently being touched or the points where a touch has stopped.

TransitionComponents

Parts of the transition that can be configured to provide a custom effect.

TransitionData

This object translates data from a property array of maps into an array of animators.

TransitionList

Define a List of LayoutTransitions

TTSPlayer

The Text-to-speech (TTS) player.

TTSPlayer.StateChangedEventArgs

State changed argument.

TypeInfo

TypeInfo class for instantiation of registered types and introspection of their actions and signals.

Vector2

A two-dimensional vector.

Vector3

A three-dimensional vector.

Vector4

A four-dimensional vector.

ViewWrapper

ViewWrapper.

VisualAnimator

A class encapsulating the property map of the transition data.

VisualBase

Sets whether the actor should be focusable by keyboard navigation.
Visuals reuse geometry, shader etc. across controls. They ensure that the renderer and texture sets exist only when control is on window.
Each visual also responds to actor size and color change, and provides clipping at the renderer level.

VisualFactory

The VisualFactory is a singleton object that provides and shares visuals between views.

VisualMap

A class encapsulating the transform map of the visual.

WatchTime

The WatchTime class is used to get time for the WatchApplication.
A WatchTime has a time handle from watch application framework.
You can get time(hour, minute, second, millisecond) and date(year, month, day)
on receiving timeTick signal.

Wheel

The wheel event structure is used to store a wheel rolling, it facilitates processing of the wheel rolling and passing to other libraries like Toolkit.
There is a key modifier which relates to keys like Alt, Shift, and Ctrl functions are supplied to check if they have been pressed when the wheel is being rolled.
We support a mouse device and there may be another custom device that support the wheel event. The device type is specified as \e type.
The mouse wheel event can be sent to the specific actor but the custom wheel event will be sent to the window.

Widget

Widget provides some common functionality required by all custom widget.

WidgetView

The WidgetView is a class for displaying the widget image and controlling the widget.
Input events that the WidgetView gets are delivered to the widget.

WidgetView.WidgetViewEventArgs

Event arguments of the widget view.

WidgetViewManager

WidgetViewManager manages addition of WidgetView controls. This class provides the functionality of adding the widget views and controlling the widgets.

Window

The window class is used internally for drawing.
The window has an orientation and indicator properties.

Window.FocusChangedEventArgs

The focus changed event argument.

Window.KeyEventArgs

Key event arguments.

Window.ResizedEventArgs

Feeds a key event into the window. This resized event arguments.

Window.SafeNativeWindowHandle

Contains and encapsulates Native Window handle.

Window.TouchEventArgs

The touch event argument.

Window.WheelEventArgs

Wheel event arguments.

Structs

BorderVisualProperty

This specifies properties of the BorderVisual.

ColorVisualProperty

This specifies properties of the ColorVisual.

GradientVisualProperty

This specifies properties of the GradientVisual.

HiddenInputProperty

The HiddenInput property.

ImageVisualProperty

This specifies properties of the ImageVisual.

LayoutLength

[Draft] A type that represents a layout length. Currently, this implies pixels, but could be extended to handle device dependant sizes, etc.

MeasuredSize

[Draft] Class that encodes a measurement and a measure state, which is set if the measured size is too small.

MeasureSpecification

[Draft] A MeasureSpecification is used during the Measure pass by a LayoutGroup to inform it's children how to be measured. For instance, it may measure a child with an exact width and an unspecified height in order to determine height for width.

MeshVisualProperty

This specifies properties of the MeshVisual.

NpatchImageVisualProperty

This specifies properties of the NpatchImageVisual.

ParentOrigin

ParentOrigin constants.

PivotPoint

PivotPoint constants.

PositionAxis

PositionAxis constants.

PrimitiveVisualProperty

This specifies properties of the PrimitiveVisual.

TextVisualProperty

This specifies properties of the TextVisual.

Visual

This specifies visual types.

Visual.Property

This specifies visual properties.

Visual.ShaderProperty

This specifies shader properties.

Interfaces

FocusManager.ICustomFocusAlgorithm

ICustomFocusAlgorithm is used to provide the custom keyboard focus algorithm for retrieving the next focusable view.
The application can implement the interface and override the keyboard focus behavior.
If the focus is changing within a layout container, then the layout container is queried first to provide the next focusable view.
If this does not provide a valid view, then the Keyboard FocusManager will check focusable properties to determine the next focusable actor.
If focusable properties are not set, then the keyboard FocusManager calls the GetNextFocusableView() method of this interface.

ILayoutParent

[Draft] Interface that defines a layout Parent. Enables a layout child to access methods on its parent, e.g. Remove (during unparenting)

Enums

AlphaFunction.BuiltinFunctions

This specifies the various types of BuiltinFunctions.

AlphaFunction.Modes

This specifies which mode is set for AlphaFunction.

Animatable.Capability

Enumeration for Handle's capabilities that can be queried.

AnimatableProperties

The properties that can be animated.

Animation.EndActions

Enumeration for what to do when the animation ends, stopped, or destroyed.

Animation.Interpolation

Enumeration for what interpolation method to use on key-frame animations.

Animation.States

Enumeration for what state the animation is in.

AutoScrollStopMode

Auto scrolling stop behavior.

CameraType

Enumeration for type determination of how the camera operates.

ClippingModeType

Enumeration for the ClippingMode describing how this actor's children will be clipped against it.

ColorMode

This specifies whether the actor uses its own color or inherits.

CustomViewBehaviour

This specifies customView behavior types.

DeviceClassType

An enum of Device Class types.

DeviceSubClassType

An enum of Device Subclass types.

DimensionType

This specifies the dimension of the width or the height for size negotiation.

DirectionBias

The Direction Bias type.

DrawModeType

Enumeration for the instance of how the actor and it's children will be drawn.

FilterModeType

The filter mode type.

FittingModeType

This specifies fitting mode types. Fitting options, used when resizing images to fit desired dimensions.
A fitting mode controls the region of a loaded image to be mapped to the desired image rectangle.
All fitting modes preserve the aspect ratio of the image contents.

FlexLayout.AlignmentType

[Draft] Enumeration for the alignment of the flex items or lines when the items or lines do not use all the available space on the cross-axis.

FlexLayout.FlexDirection

[Draft] Enumeration for the direction of the main axis in the flex container. This determines the direction that flex items are laid out in the flex container.

FlexLayout.FlexJustification

[Draft] Enumeration for the alignment of the flex items when the items do not use all available space on the main-axis.

FlexLayout.FlexWrapType

[Draft] Enumeration for the wrap type of the flex container when there is no enough room for all the items on one flex line.

FontSlantType

Enumeration type for the font's slant.

FontWeightType

Enumeration type for the font's weight.

FontWidthType

Enumeration type for the font's width.

Geometry.Type

Enumeration for the description of the type of geometry, used to determine how the coordinates will be used.

Gesture.GestureType

Enumeration for type of gesture.

Gesture.StateType

Enumeration for state of the gesture.

GlyphType

Enumeration type for the glyph type.

GradientVisualSpreadMethodType

This specifies SpreadMethod types.
SpreadMethod defines what happens if the gradient starts or ends inside the bounds of the target rectangle.

GradientVisualUnitsType

The type of coordinate system for certain attributes of the points in a gradient.

HiddenInputModeType

The type for HiddenInput mode.

HorizontalAlignment

Enumeration for the text horizontal aligning.

HorizontalAlignmentType

Enumeration for horizontal alignment types.

InputMethod.ActionButtonTitleType

Specifies what the Input Method "action" button functionality is set to.

InputMethod.AutoCapitalType

Autocapitalization Types.

InputMethod.CategoryType

SetType that can be changed in the system input method.

InputMethod.NormalLayoutType

Available variation for the normal layout.

InputMethod.NumberOnlyLayoutType

Available variation for the number only layout.

InputMethod.PanelLayoutType

Input panel (virtual keyboard) layout types..

InputMethod.PasswordLayoutType

Available variation for the password layout.

InputMethodContext.EventType

Events that are generated by the IMF.

InputMethodContext.KeyboardType

Enumeration for the types of keyboard.

InputMethodContext.State

Enumeration for the state of the input panel.

InputMethodContext.TextDirection

The direction of the text.

Key.StateType

Enumeration for specifying the state of the key event.

Layer.LayerBehavior

Enumeration for the behavior of the layer.

LinearLayout.Alignment

[Draft] Enumeration for the alignment of the linear layout items

LinearLayout.Orientation

[Draft] Enumeration for the direction in which the content is laid out

LineWrapMode

An enum of the line wrap mode of text controls.

LoadPolicyType

Specifies the load policy types.
Decides when the image texture should be loaded.

MeasuredSize.StateType

Measured states for a Size value.

MeasureSpecification.ModeType

Size mode for this MeasureSpecification

MeshVisualShadingModeValue

The shading mode used by the mesh visual.

NotificationLevel

An enum of notification window's priority level.

NUIApplication.WindowMode

Enumeration for deciding whether a NUI application window is opaque or transparent.

PixelFormat

Enumeration for Pixel formats.
Pixel format, default color depth is RGBA 32 bit with alpha.

PointStateType

Enumeration for point state type.

PrimitiveVisualShapeType

The primitive shape to render as a primitive visual.

ProjectionMode

Enumeration for the projection modes.

PropertyAccessMode

This specifies the property access mode types.
Enumeration for the access mode for custom properties.

PropertyKey.KeyType

The type of key.

PropertyNotification.NotifyMode

Enumeration for description of how to check condition.

PropertyType

This specifies all the property types.
Enumeration for the property types supported.

ReleasePolicyType

Specifies the release policy types.
Decides if the image should be cached in different conditions.

RenderingBehaviorType

Enumeration for Setting the rendering behavior of a Window.

ResizePolicyType

Enumeration for size negotiation resize policies.

SamplingModeType

This specifies sampling mode types. Filtering options are used when resizing images to sample original pixels.
A SamplingMode controls how pixels in an input image are sampled and combined to generate each pixel of a destination image during scaling.
NoFilter and Box modes do not guarantee that the output pixel array exactly matches the rectangle specified by the desired dimensions and the FittingMode,
but all other filter modes do if the desired dimensions are not more than the raw dimensions of the input image file.

ScreenOffMode

An enum of screen mode.

ScriptableProperty.ScriptableType

Rhe enum of ScriptableType

ScrollModeType

This specifies all the scroll mode type.

ScrollState

An enum of the scroll state of the text eidtor.

Shader.Hint.Value

Enumeration for the hint value.

SizeScalePolicyType

Enumeration for policies to determine how an actor should resize itself when having its size set in size negotiation.

StyleChangeType

Types of style change. Enumeration for the StyleChange type.

TextDirection

An enum of text directions.

TextureType

The texture type.

TransitionCondition

The conditions for transitions.

TTSPlayer.TTSMode

Enumeration for the instance of TTS mode.

TTSPlayer.TTSState

Enumeration for the instance of TTS state.

VerticalAlignment

Enumeration for the text horizontal aligning.

VerticalAlignmentType

Enumeration for vertical alignment types.

VerticalLineAlignment

An enum of vertical line alignments.

VisibilityChangeType

The visibility change type.

Visual.AlignType

This specifies visaul align types.

Visual.Type

The index for the visual type.

VisualFittingModeType

The values of this enum determine how the visual should fit into the view.

VisualTransformPolicyType

This specifies policy types that could be used by the transform for the offset or size.

VisualTransformPropertyType

This specifies all the transform property types.

Wheel.WheelType

The type of the wheel event.

Widget.TerminationType

Enumeration for termination type of widget

Window.KeyGrabMode

Enumeration for the key grab mode for platform-level APIs.

Window.WindowOrientation

Enumeration for orientation of the window is the way in which a rectangular page is oriented for normal viewing.

WindowType

An enum of window types.

WrapModeType

This specifies wrap mode types.
WrapModeU and WrapModeV separately decide how the texture should be sampled when the u and v coordinate exceeds the range of 0.0 to 1.0.

Delegates

DaliEventHandler<T, U>

[UnmanagedFunctionPointer(CallingConvention.StdCall)] this should be removed with EventHandler from .NET

DaliEventHandlerWithReturnType<T, U, R>

[UnmanagedFunctionPointer(CallingConvention.StdCall)]

EventHandlerWithReturnType<T, U, R>

[UnmanagedFunctionPointer(CallingConvention.StdCall)]