-#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) 2020 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.
*
*/
+// EXTERNAL INCLUDES
+#include <cstdint> // uint32_t
+
// INTERNAL INCLUDES
-#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/actors/actor.h>
#include <dali/public-api/math/rect.h>
#include <dali/public-api/math/vector3.h>
-#include <dali/public-api/images/frame-buffer-image.h>
+#include <dali/public-api/object/ref-object.h>
namespace Dali
{
}
/**
- * @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()
*/
-typedef Rect<int> ClippingBox;
+using ClippingBox = Rect<int32_t>;
/**
* @brief Layers provide a mechanism for overlaying groups of actors on top of each other.
*
- * When added to the stage, a layer can be ordered relative to other layers. The bottom
- * layer is at depth zero. The stage provides a default layer for it's children (see Stage::GetRootLayer()).
+ * When added to a scene, a layer can be ordered relative to other
+ * layers. The bottom layer is at depth zero. A scene provides a default
+ * layer for its children.
*
- * Layered actors inherit position etc. as normal, but are drawn in an order determined
- * by the layers. In case of LAYER_3D, the depth buffer is cleared before each layer is rendered unless depth
- * test is disabled or there's no need for it based on the layers contents;
- * actors in lower layers cannot obscure actors in higher layers.
+ * Layered actors inherit position etc. as normal, but are drawn in an order
+ * determined by the layers. In case of LAYER_3D, the depth buffer is cleared
+ * before each layer is rendered unless depth test is disabled or there's no
+ * need for it based on the layer's contents; actors in lower layers cannot
+ * obscure actors in higher layers.
*
- * A layer has either LAYER_2D or LAYER_3D mode. LAYER_2D has better performance,
- * the depth test is disabled, and a child actor hides its parent actor.
- * LAYER_3D uses the depth test, thus a close actor hides a farther one.
- * LAYER_2D is the default mode and recommended for general cases.
- * See Layer::Behavior and SetBehavior() for more information.
+ * A layer has either LAYER_UI or LAYER_3D mode. LAYER_UI has better
+ * performance, the depth test is disabled, and a child actor hides its
+ * parent actor. LAYER_3D uses the depth test, thus a close actor hides a
+ * farther one. LAYER_UI is the default mode and recommended for general
+ * cases. See Layer::Behavior and SetBehavior() for more information.
*
- * Layer is a type of Actor, thus can have parent or children actors.
- * A layer influences rendering of its all descendant actors,
- * until another layer appears in the actor tree and manages its own subtree.
+ * Layer is a type of Actor, thus can have parent or children actors. A
+ * layer influences rendering of its all descendant actors, until another
+ * layer appears in the actor tree and manages its own subtree.
*
- * If depth test is disabled, there is no performance overhead from clearing the depth buffer.
+ * If depth test is disabled, there is no performance overhead from clearing
+ * the depth buffer.
*
* Actions
* | %Action Name | %Layer method called |
* | lowerToBottom | @ref LowerToBottom() |
* @SINCE_1_0.0
*/
-class DALI_IMPORT_API Layer : public Actor
+class DALI_CORE_API Layer : public Actor
{
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
- CLIPPING_BOX, ///< name "clippingBox", type Rect<int> @SINCE_1_0.0
- BEHAVIOR, ///< name "behavior", type String @SINCE_1_0.0
+ CLIPPING_BOX, ///< name "clippingBox", type Rect<int32_t> @SINCE_1_0.0
+ BEHAVIOR, ///< name "behavior", type integer or string @SINCE_1_0.0
+
+ /**
+ * @brief The current depth of the layer.
+ * @details Name "depth", type Property::INTEGER. Read-only
+ * @note 0 is the bottom most layer, higher number is on top.
+ * @note Layer should be on the stage. If layer is not added to the stage, the depth is 0.
+ * @SINCE_1_9.16
+ */
+ DEPTH,
+
+ /**
+ * @brief Whether to enable the depth test.
+ * @details Name "depthTest", type Property::BOOLEAN.
+ * @note By default a layer enables depth test if there is more than one opaque actor
+ * or if there is one opaque actor and one, or more, transparent actors in LAYER_3D mode.
+ * However, it's possible to disable the depth test by setting this property to False.
+ * @SINCE_1_9.16
+ */
+ DEPTH_TEST,
+
+ /**
+ * @brief Whether this layer should consume touch (including gestures).
+ * @details Name "consumesTouch", type Property::BOOLEAN.
+ * @note When this is True, any layers behind this layer will not be hit-test.
+ * @SINCE_1_9.16
+ */
+ CONSUMES_TOUCH,
+
+ /**
+ * @brief Whether this layer should consume hover (including gestures).
+ * @details Name "consumesHover", type Property::BOOLEAN.
+ * @note When this is True, any layers behind this layer will not be hit-test.
+ * @SINCE_1_9.16
+ */
+ CONSUMES_HOVER,
};
};
enum Behavior
{
/**
- * @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 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.
+ * This mode is designed for UI controls that can overlap. In this
+ * mode renderer order will be respective to the tree hierarchy of
+ * Actors.
*
- * 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.
+ * The rendering order is depth first, so for the following actor tree,
+ * A will be drawn first, then B, D, E, then C, F. This ensures that
+ * overlapping actors are drawn as expected (whereas, with breadth first
+ * traversal, the actors would interleave).
*
* @code
*
*
* @endcode
*
+ * To change the order of sibling actors, use the Actor::Raise and
+ * Actor::Lower APIs. Within an actor, the Renderer depth index dictates
+ * the order the renderers are drawn.
+ *
* @SINCE_1_1.45
*/
- LAYER_UI = LAYER_2D,
+ LAYER_UI,
/**
* @brief Layer will use depth test.
*
- * 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.
- * 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_UI, parent-child relationship does not affect rendering order at all.
+ * This mode is designed for a 3 dimensional scene where actors in front
+ * of other actors will obscure them, i.e. the actors are sorted by the
+ * distance from the camera.
+ *
+ * When using this mode, a 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. A renderer's 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_UI, parent-child relationship does not affect rendering order at
+ * all.
*
* @SINCE_1_0.0
*/
};
/**
- * @brief 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 );
+ using SortFunctionType = float (*)(const Vector3&);
/**
- * @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 );
+ 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 Move constructor.
*
- * 0 is 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.
- * If layer is not added to the stage, returns 0.
+ * @SINCE_1_9.22
+ * @param[in] rhs The layer to move
*/
- unsigned int GetDepth() const;
+ Layer(Layer&& rhs);
/**
- * @brief Increment the depth of the layer.
+ * @brief Move assignment operator.
+ *
+ * @SINCE_1_9.22
+ * @param[in] rhs The layer to move
+ * @return A reference to this
+ */
+ Layer& operator=(Layer&& rhs);
+
+ /**
+ * @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
* @pre Target layer is on the stage.
* @note All layers between this layer and target get new depth values.
*/
- void RaiseAbove( Layer target );
+ void RaiseAbove(Layer target);
/**
* @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
* @pre Target layer is on the stage.
* @note All layers between this layer and target get new depth values.
*/
- void LowerBelow( Layer target );
+ void LowerBelow(Layer target);
/**
* @brief Raises the layer to the top.
/**
* @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.
* @pre Target layer is on the stage.
* @note All layers between this layer and target get new depth values.
*/
- void MoveAbove( Layer target );
+ void MoveAbove(Layer target);
/**
* @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.
* @pre Target layer is on the stage.
* @note All layers between this layer and target get new depth values.
*/
- void MoveBelow( Layer target );
-
- /**
- * @brief Set 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.
- *
- * @SINCE_1_0.0
- * @return The behavior of the layer
- */
- Behavior GetBehavior() const;
-
- /**
- * @brief Sets whether clipping is enabled for a layer.
- *
- * Clipping is initially disabled; see also SetClippingBox().
- * @SINCE_1_0.0
- * @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.
- */
- void SetClipping(bool enabled);
-
- /**
- * @brief Query whether clipping is enabled for a layer.
- * @SINCE_1_0.0
- * @return True if clipping is enabled.
- */
- bool IsClipping() const;
-
- /**
- * @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
- * 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
- */
- void SetClippingBox(int x, int y, int width, int height);
-
- /**
- * @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
- * enabled. The default clipping box is empty (0,0,0,0).
- * @SINCE_1_0.0
- * @param [in] box The clipping box
- */
- void SetClippingBox(ClippingBox box);
-
- /**
- * @brief Retrieves the clipping box of a layer, in window coordinates.
- *
- * @SINCE_1_0.0
- * @return The clipping box
- */
- ClippingBox GetClippingBox() const;
-
- // Depth test
-
- /**
- * @brief Whether to disable the depth test.
- *
- * By default a layer enables depth test if there is more than one opaque actor or if there is one opaque actor and one, or more, transparent actors in LAYER_3D mode.
- * 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.
- */
- void SetDepthTestDisabled( bool disable );
-
- /**
- * @brief Retrieves whether depth test is disabled.
- *
- * @SINCE_1_0.0
- * @return \e True if depth test is disabled.
- */
- bool IsDepthTestDisabled() const;
+ void MoveBelow(Layer target);
// Sorting
* @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 );
-
- /**
- * @brief This allows the user to specify whether this layer should consume touch (including gestures).
- *
- * 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).
- */
- void SetTouchConsumed( bool consume );
-
- /**
- * @brief Retrieves whether the layer consumes touch (including gestures).
- *
- * @SINCE_1_0.0
- * @return True if consuming touch, false otherwise.
- */
- bool IsTouchConsumed() const;
-
- /**
- * @brief This allows the user to specify whether this layer should consume hover.
- *
- * 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.
- */
- void SetHoverConsumed( bool consume );
+ void SetSortFunction(SortFunctionType function);
/**
* @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
-
/// @cond 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);
/// @endcond
*/
} // namespace Dali
-#endif //__DALI_LAYER_H__
+#endif // DALI_LAYER_H