-#ifndef __DALI_INTERNAL_LAYER_H__
-#define __DALI_INTERNAL_LAYER_H__
+#ifndef DALI_INTERNAL_LAYER_H
+#define DALI_INTERNAL_LAYER_H
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
public:
/**
- * @brief This sort function sorts translucent actors according to the Z-value in view space.
- *
- * This is useful for 2D user interfaces.
+ * @copydoc Dali::Layer::ZValue(const Vector3&, float)
*
* This is the default sorting function.
+ * It is useful for 2D user interfaces, and it's used to sort translucent renderers.
+ *
+ * Only the Z signed distance from the camera is considererd, lower values will be drawn on top.
*
- * We return a negative z value as in our translation, a low z means that it should
- * be sorted further away and a high z means that it should be closer.
* @param[in] position position of actor in view space
- * @param[in] sortModifier additional sort modifer
* @return depth
*/
- static float ZValue(const Vector3& position, float sortModifier)
+ static float ZValue(const Vector3& position)
{
// inlined so we avoid a function call when sorting renderers
- return position.z + sortModifier;
+ return position.z;
}
/**
/**
* Create a new root layer; this is typically owned by the stage.
* @param[in] layerList The layer will be added to this ordered list.
- * @param[in] manager The update manager to install a root node with.
- * @param[in] systemLevel True if using the SystemOverlay API; see Integration::GetSystemOverlay() for more details.
* @return A smart-pointer to the newly allocated Actor.
*/
- static LayerPtr NewRoot( LayerList& layerList, SceneGraph::UpdateManager& manager, bool systemLevel );
+ static LayerPtr NewRoot( LayerList& layerList );
/**
* @copydoc Dali::Internal::Actor::OnInitialize
}
/**
+ * @copydoc Dali::Layer::SetBehavior()
+ */
+ void SetBehavior( Dali::Layer::Behavior behavior );
+
+ /**
+ * @copydoc Dali::Layer::GetBehavior()
+ */
+ Dali::Layer::Behavior GetBehavior() const
+ {
+ return mBehavior;
+ }
+
+ /**
* @copydoc Dali::Layer::SetDepthTestDisabled()
*/
void SetDepthTestDisabled( bool disable );
static bool DoAction(BaseObject* object, const std::string& actionName, const Property::Map& attributes);
public: // Default property extensions from Object
- /**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyCount()
- */
- virtual unsigned int GetDefaultPropertyCount() const;
-
- /**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyIndices()
- */
- virtual void GetDefaultPropertyIndices( Property::IndexContainer& indices ) const;
-
- /**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyName()
- */
- virtual const char* GetDefaultPropertyName(Property::Index index) const;
-
- /**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyIndex()
- */
- virtual Property::Index GetDefaultPropertyIndex(const std::string& name) const;
-
- /**
- * @copydoc Dali::Internal::Object::IsDefaultPropertyWritable()
- */
- virtual bool IsDefaultPropertyWritable(Property::Index index) const;
-
- /**
- * @copydoc Dali::Internal::Object::IsDefaultPropertyAnimatable()
- */
- virtual bool IsDefaultPropertyAnimatable(Property::Index index) const;
-
- /**
- * @copydoc Dali::Internal::Object::IsDefaultPropertyAConstraintInput()
- */
- virtual bool IsDefaultPropertyAConstraintInput( Property::Index index ) const;
-
- /**
- * @copydoc Dali::Internal::Object::GetDefaultPropertyType()
- */
- virtual Property::Type GetDefaultPropertyType(Property::Index index) const;
/**
* @copydoc Dali::Internal::Object::SetDefaultProperty()
*/
virtual Property::Value GetDefaultProperty( Property::Index index ) const;
+ /**
+ * @copydoc Dali::Internal::Object::GetDefaultProperty()
+ */
+ virtual Property::Value GetDefaultPropertyCurrentValue( Property::Index index ) const;
+
protected:
/**
* Construct a new layer.
* @param[in] type Either Actor::LAYER or Actor::ROOT_LAYER if this is the root actor.
+ * @param[in] layer the scene graph layer
*/
- Layer( Actor::DerivedType type );
+ Layer( Actor::DerivedType type, const SceneGraph::Layer& layer );
/**
* A reference counted object may only be deleted by calling Unreference()
private: // From Actor
/**
- * From Actor; create a node to represent the layer in the scene-graph.
- * @return A newly allocated layer node.
- */
- virtual SceneGraph::Node* CreateNode() const;
-
- /**
* From Actor.
*/
virtual void OnStageConnectionInternal();
ClippingBox mClippingBox; ///< The clipping box, in window coordinates
Dali::Layer::SortFunctionType mSortFunction; ///< Used to sort semi-transparent geometry
+ Dali::Layer::Behavior mBehavior; ///< Behavior of the layer
+
bool mIsClipping:1; ///< True when clipping is enabled
bool mDepthTestDisabled:1; ///< Whether depth test is disabled.
bool mTouchConsumed:1; ///< Whether we should consume touch (including gesture).
} // namespace Dali
-#endif //__DALI_INTERNAL_LAYER_H__
+#endif // DALI_INTERNAL_LAYER_H