-#ifndef __DALI_LAYER_H__
-#define __DALI_LAYER_H__
+#ifndef DALI_LAYER_H
+#define DALI_LAYER_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
}
/**
- * @brief Rectangle describing area on screen that a layer can draw to
+ * @brief Rectangle describing area on screen that a layer can draw to.
*
* @SINCE_1_0.0
* @see Dali::Layer::SetClippingBox()
public:
/**
- * @brief An enumeration of properties belonging to the Layer class.
+ * @brief Enumeration for the instance of properties belonging to the Layer class.
*
* Properties additional to Actor.
- *
* @SINCE_1_0.0
*/
struct Property
{
+ /**
+ * @brief Enumeration for the instance of properties belonging to the Layer class.
+ *
+ * Properties additional to Actor.
+ * @SINCE_1_0.0
+ */
enum
{
CLIPPING_ENABLE = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX, ///< name "clippingEnable", type bool @SINCE_1_0.0
enum Behavior
{
/**
- * @brief Layer doesn't make use of the depth test (default mode).
+ * @DEPRECATED_1_1.45, use LAYER_UI instead
+ * @brief UI control rendering mode.
+ * @SINCE_1_0.0
+ * @see LAYER_UI
+ */
+ LAYER_2D,
+
+ /**
+ * @brief UI control rendering mode (default mode).
*
- * This mode is expected to have better performance than the 3D mode.
- * When using this mode any ordering would be with respect to tree level of each Actor.
+ * This mode is designed for UI controls. In this mode renderer order will be respective to tree hierarchy of Actors.
+ * This mode is expected to have better performance than LAYER_3D as renderers can be sorted more efficiently.
*
- * For the following actor tree of the Layer1 object, D and E hide B, B and C hides A,
- * and F hides C, regardless of their Z positions.
- * Rendering order between siblings, such as D & E or B & C, is not determined.
- * If you have two overlapped actors, just make them parent-child, not siblings.
+ * For the following actor tree the rendering order will be A first, then B & C and finally D,E,F regardless of their
+ * Z positions.
+ * Rendering order between siblings, such as D, E & F or B & C, is determined based on the renderers depth index.
+ * In UI we don't normally expect overlap. If you have two overlapped actors, make them parent-child to guarantee order of all renderers.
*
* @code
*
*
* @endcode
*
- * @SINCE_1_0.0
+ * @SINCE_1_1.45
*/
- LAYER_2D,
+ LAYER_UI = LAYER_2D,
/**
* @brief Layer will use depth test.
*
- * When using this mode depth test will be used. A depth clear will happen for each layer,
+ * When using this mode, depth test will be used. A depth clear will happen for each layer,
* which means actors in a layer "above" other layers will be rendered in front of actors in
* those layers regardless of their Z positions (see Layer::Raise() and Layer::Lower()).
* Opaque renderers are drawn first and write to the depth buffer.
* Then transparent renderers are drawn with depth test enabled but depth write switched off.
- * Transparent renderers are drawn based on their distance from the camera (painter's algorithm).
+ * Transparent renderers are drawn based on their distance from the camera.
* A renderers DEPTH_INDEX property is used to offset the distance to the camera when ordering transparent renderers.
* This is useful if you want to define the draw order of two or more transparent renderers that are
* equal distance from the camera.
- * Unlike LAYER_2D, parent-child relationship does not affect rendering order at all.
+ * Unlike LAYER_UI, parent-child relationship does not affect rendering order at all.
*
* @SINCE_1_0.0
- * @remarks This is an experimental feature. Using 2D UI components of DALi Toolkit
- * in LAYER_3D mode has not been enoughly tested yet
- * because they are orginally designed for 2D use cases.
- * Simple controls such as Toolkit::Control or Toolkit::ImageView might not have any problem with LAYER_3D,
- * but more complex one like Toolkit::PushButton, you might get unexpected rendered order in LAYER_3D.
- * Although we'll support 2D controls in LAYER_3D soon, we recommend to use 2D controls with LAYER_2D only at this moment.
- * Of course, controls rendered in 3D space, such as SpiralLayout of Toolkit::ItemView
- * (see Toolkit::DefaultItemLayout::New), should be used with LAYER_3D.
*/
- LAYER_3D,
+ LAYER_3D
+
};
/**
- * @brief TREE_DEPTH_MULTIPLIER is used by the rendering sorting algorithm to decide which actors to render first.
+ * @brief Enumeration for TREE_DEPTH_MULTIPLIER is used by the rendering sorting algorithm to decide which actors to render first.
* @SINCE_1_0.0
*/
enum TreeDepthMultiplier
TREE_DEPTH_MULTIPLIER = 10000,
};
/**
- * @brief The sort function type
+ * @brief The sort function type.
*
* @SINCE_1_0.0
- * @param[in] position This is the actor translation from camera.
+ * @param[in] position This is the actor translation from camera
*/
typedef float (*SortFunctionType)( const Vector3& position );
/**
- * @brief Create an empty Layer handle.
+ * @brief Creates an empty Layer handle.
*
- * This can be initialised with Layer::New(...).
+ * This can be initialized with Layer::New(...).
* @SINCE_1_0.0
*/
Layer();
/**
- * @brief Create a Layer object.
+ * @brief Creates a Layer object.
*
* @SINCE_1_0.0
* @return A handle to a newly allocated Layer
static Layer New();
/**
- * @brief Downcast a handle to Layer handle.
+ * @brief Downcasts a handle to Layer handle.
*
- * If handle points to a Layer the downcast produces valid
- * handle. If not the returned handle is left uninitialized.
+ * If handle points to a Layer, the downcast produces valid handle.
+ * If not, the returned handle is left uninitialized.
* @SINCE_1_0.0
- * @param[in] handle Handle to An object
+ * @param[in] handle Handle to an object
* @return Handle to a Layer or an uninitialized handle
*/
static Layer DownCast( BaseHandle handle );
/**
- * @brief Destructor
+ * @brief Destructor.
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
* @SINCE_1_0.0
~Layer();
/**
- * @brief Copy constructor
+ * @brief Copy constructor.
*
* @SINCE_1_0.0
- * @param [in] copy The actor to copy
+ * @param[in] copy The actor to copy
*/
Layer(const Layer& copy);
/**
- * @brief Assignment operator
+ * @brief Assignment operator.
*
* @SINCE_1_0.0
- * @param [in] rhs The actor to copy
+ * @param[in] rhs The actor to copy
* @return A reference to this
*/
Layer& operator=(const Layer& rhs);
/**
- * @brief Query the depth of the layer
+ * @brief Queries the depth of the layer.
*
- * 0 is bottom most layer, higher number is on top.
+ * 0 is the bottom most layer, higher number is on top.
* @SINCE_1_0.0
* @return The current depth of the layer
* @pre Layer is on the stage.
unsigned int GetDepth() const;
/**
- * @brief Increment the depth of the layer.
+ * @brief Increments the depth of the layer.
*
* @SINCE_1_0.0
* @pre Layer is on the stage.
void Raise();
/**
- * @brief Decrement the depth of the layer.
+ * @brief Decrements the depth of the layer.
*
* @SINCE_1_0.0
* @pre Layer is on the stage.
/**
* @brief Ensures the layers depth is greater than the target layer.
*
- * If the layer already is above the target layer its depth is not changed.
+ * If the layer already is above the target layer, its depth is not changed.
* If the layer was below target, its new depth will be immediately above target.
* @SINCE_1_0.0
* @param target Layer to get above of
/**
* @brief Ensures the layers depth is less than the target layer.
*
- * If the layer already is below the target layer its depth is not changed.
+ * If the layer already is below the target layer, its depth is not changed.
* If the layer was above target, its new depth will be immediately below target.
* @SINCE_1_0.0
* @param target Layer to get below of
/**
* @brief Moves the layer directly above the given layer.
*
- * After the call this layers depth will be immediately above target.
+ * After the call, this layers depth will be immediately above target.
* @SINCE_1_0.0
* @param target Layer to get on top of
* @pre Layer is on the stage.
/**
* @brief Moves the layer directly below the given layer.
*
- * After the call this layers depth will be immediately below target.
+ * After the call, this layers depth will be immediately below target.
* @SINCE_1_0.0
* @param target Layer to get below of
* @pre Layer is on the stage.
void MoveBelow( Layer target );
/**
- * @brief Set the behavior of the layer.
+ * @brief Sets the behavior of the layer.
*
* @SINCE_1_0.0
* @param[in] behavior The desired behavior
void SetBehavior( Behavior behavior );
/**
- * @brief Get the behavior of the layer.
+ * @brief Gets the behavior of the layer.
*
* @SINCE_1_0.0
* @return The behavior of the layer
*
* Clipping is initially disabled; see also SetClippingBox().
* @SINCE_1_0.0
- * @param [in] enabled True if clipping is enabled.
+ * @param[in] enabled True if clipping is enabled
*
- * @note When clipping is enabled, the default clipping box is empty (0,0,0,0) which means everything is clipped.
+ * @note When clipping is enabled, the default clipping box is empty (0,0,0,0), which means everything is clipped.
*/
void SetClipping(bool enabled);
/**
- * @brief Query whether clipping is enabled for a layer.
+ * @brief Queries whether clipping is enabled for a layer.
* @SINCE_1_0.0
- * @return True if clipping is enabled.
+ * @return True if clipping is enabled
*/
bool IsClipping() const;
* The contents of the layer will not be visible outside this box, when clipping is
* enabled. The default clipping box is empty (0,0,0,0) which means everything is clipped.
* You can only do rectangular clipping using this API in window coordinates.
- * For other kinds of clipping, see Dali::Actor::SetDrawMode().
* @SINCE_1_0.0
- * @param [in] x The X-coordinate of the top-left corner of the box
- * @param [in] y The Y-coordinate of the top-left corner of the box
- * @param [in] width The width of the box
- * @param [in] height The height of the box
+ * @param[in] x The X-coordinate of the top-left corner of the box
+ * @param[in] y The Y-coordinate of the top-left corner of the box
+ * @param[in] width The width of the box
+ * @param[in] height The height of the box
*/
void SetClippingBox(int x, int y, int width, int height);
/**
- * @brief Sets the clipping box of a layer, in window coordinates.
+ * @brief Sets the clipping box of a layer in window coordinates.
*
- * The contents of the layer will not be visible outside this box, when clipping is
+ * The contents of the layer will not be visible outside this box when clipping is
* enabled. The default clipping box is empty (0,0,0,0).
* @SINCE_1_0.0
- * @param [in] box The clipping box
+ * @param[in] box The clipping box
*/
void SetClippingBox(ClippingBox box);
/**
- * @brief Retrieves the clipping box of a layer, in window coordinates.
+ * @brief Retrieves the clipping box of a layer in window coordinates.
*
* @SINCE_1_0.0
* @return The clipping box
* However, it's possible to disable the depth test by calling this method.
*
* @SINCE_1_0.0
- * @param[in] disable \e True disables depth test. \e false sets the default behavior.
+ * @param[in] disable \e True disables depth test. \e false sets the default behavior
*/
void SetDepthTestDisabled( bool disable );
* @brief Retrieves whether depth test is disabled.
*
* @SINCE_1_0.0
- * @return \e True if depth test is disabled.
+ * @return \e True if depth test is disabled
*/
bool IsDepthTestDisabled() const;
* @endcode
*
* @SINCE_1_0.0
- * @param[in] function The sort function pointer
+ * @param[in] function The sort function pointer
* @note If the sort function returns a low number, the actor with the data will be
* drawn in front of an actor whose data yields a high value from the sort function.
*
- * @note All child layers use the same sort function. If a child layer is added to this
- * layer then the sort function used by the child layer will also be the same.
+ * @note All child layers use the same sort function. If a child layer is added to this
+ * layer, then the sort function used by the child layer will also be the same.
*
*/
void SetSortFunction( SortFunctionType function );
* If set, any layers behind this layer will not be hit-test.
*
* @SINCE_1_0.0
- * @param[in] consume Whether the layer should consume touch (including gestures).
+ * @param[in] consume Whether the layer should consume touch (including gestures)
*/
void SetTouchConsumed( bool consume );
* @brief Retrieves whether the layer consumes touch (including gestures).
*
* @SINCE_1_0.0
- * @return True if consuming touch, false otherwise.
+ * @return @c True if consuming touch, @c false otherwise
*/
bool IsTouchConsumed() const;
* If set, any layers behind this layer will not be hit-test.
*
* @SINCE_1_0.0
- * @param[in] consume Whether the layer should consume hover.
+ * @param[in] consume Whether the layer should consume hover
*/
void SetHoverConsumed( bool consume );
* @brief Retrieves whether the layer consumes hover.
*
* @SINCE_1_0.0
- * @return True if consuming hover, false otherwise.
+ * @return @c True if consuming hover, @c false otherwise
*/
bool IsHoverConsumed() const;
public: // Not intended for application developers
/**
+ * @internal
* @brief This constructor is used by Layer::New() methods.
*
* @SINCE_1_0.0
- * @param [in] Layer A pointer to a newly allocated Dali resource
+ * @param[in] Layer A pointer to a newly allocated Dali resource
*/
explicit DALI_INTERNAL Layer(Internal::Layer* Layer);
};
*/
} // namespace Dali
-#endif //__DALI_LAYER_H__
+#endif // DALI_LAYER_H