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.
* 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
+
};
/**
public: // Not intended for application developers
/**
+ * @internal
* @brief This constructor is used by Layer::New() methods.
*
* @SINCE_1_0.0