CAPTURE_ALL_TOUCH_AFTER_START,
/**
- * @brief If you set the TOUCH_DELEGATE_AREA on an actor, when you touch the actor, the delegate area is used rather than the size of the actor
- * @details Name "touchDelegateArea", type Property::Vector2
+ * @brief If you set the TOUCH_AREA on an actor, when you touch the actor, the touch area is used rather than the size of the actor
+ * @details Name "touchArea", type Property::Vector2
* @note Default is Vector2::ZERO.
* @note for example
* Actor actor = Actor::New();
* actor.SetProperty(Actor::Property::SIZE, Vector2(10.0f, 10.0f));
- * actor.SetProperty(DevelActor::Property::TOUCH_DELEGATE_AREA, Vector2(200.0f, 200.0f));
+ * actor.SetProperty(DevelActor::Property::TOUCH_AREA, Vector2(200.0f, 200.0f));
* actor.TouchedSignal().Connect(OnTouchCallback);
*
- * If you want to reset the touch area to an area different with the size of the actor, you can set this TOUCH_DELEGATE_AREA property.
+ * If you want to reset the touch area to an area different with the size of the actor, you can set this TOUCH_AREA property.
*/
- TOUCH_DELEGATE_AREA
+ TOUCH_AREA,
+
+ /**
+ * @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
+ */
+ BLEND_EQUATION
};
} // namespace Property