#define __DALI_LAYER_H__
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
namespace Dali
{
+/**
+ * @addtogroup dali_core_actors
+ * @{
+ */
namespace Internal DALI_INTERNAL
{
}
/**
- * @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;
* @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.
+ * layer is at depth zero. The stage provides a default layer for it's children (see Stage::GetRootLayer()).
*
* Layered actors inherit position etc. as normal, but are drawn in an order determined
- * by the layers. The depth buffer is cleared before each layer is rendered unless depth
+ * 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.
*
+ * 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.
+ *
+ * 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.
+ *
+ * Actions
+ * | %Action Name | %Layer method called |
+ * |-----------------|----------------------|
+ * | raise | @ref Raise() |
+ * | lower | @ref Lower() |
+ * | raiseToTop | @ref RaiseToTop() |
+ * | lowerToBottom | @ref LowerToBottom() |
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API Layer : public Actor
{
public:
- // Default Properties additional to Actor
- static const Property::Index CLIPPING_ENABLE; ///< name "clipping-enable", type BOOLEAN
- static const Property::Index CLIPPING_BOX; ///< name "clipping-box", type RECTANGLE
-
- // Action Names
- static const char* const ACTION_RAISE; ///< name "raise"
- static const char* const ACTION_LOWER; ///< name "lower"
- static const char* const ACTION_RAISE_TO_TOP; ///< name "raise-to-top"
- static const char* const ACTION_LOWER_TO_BOTTOM; ///< name "lower-to-bottom"
+ /**
+ * @brief An enumeration of properties belonging to the Layer class.
+ *
+ * Properties additional to Actor.
+ *
+ * @SINCE_1_0.0
+ */
+ struct Property
+ {
+ 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
+ };
+ };
/**
- * @brief The sort function type.
+ * @brief Enumeration for the behavior of the layer.
*
- * The position value is the actor translation from camera.
- * The sortModifier is the user value that can be used to sort coplanar actors/nodes. This value is
- * the one set by calling RenderableActor::SetSortModifier().
+ * Check each value to see how it affects the layer.
+ * @SINCE_1_0.0
+ */
+ enum Behavior
+ {
+ /**
+ * @brief Layer doesn't make use of the depth test (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.
+ *
+ * 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 determined based on the depth index.
+ * If you have two overlapped actors, just make them parent-child, not siblings.
+ *
+ * @code
+ *
+ * Layer1 (parent)
+ * |
+ * A
+ * / \
+ * B C
+ * / \ \
+ * D E F
+ *
+ * @endcode
+ *
+ * @SINCE_1_0.0
+ */
+ 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,
+ * 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).
+ * 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.
+ *
+ * @SINCE_1_0.0
+ */
+ LAYER_3D,
+ };
+
+ /**
+ * @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
*
- * A high return value means that the actor will be positioned further away by the sort algorithm.
- * @see RenderableActor::SetSortModifier
+ * @SINCE_1_0.0
+ * @param[in] position This is the actor translation from camera.
*/
- typedef float (*SortFunctionType)(const Vector3& position, float sortModifier);
+ typedef float (*SortFunctionType)( const Vector3& position );
/**
* @brief Create an empty Layer handle.
*
- * This can be initialised with Layer::New(...)
+ * This can be initialised with Layer::New(...).
+ * @SINCE_1_0.0
*/
Layer();
/**
* @brief Create a Layer object.
*
+ * @SINCE_1_0.0
* @return A handle to a newly allocated Layer
*/
static Layer New();
/**
- * @brief Downcast an Object handle to Layer.
+ * @brief Downcast a handle to Layer handle.
*
* If handle points to a Layer the downcast produces valid
* handle. If not the returned handle is left uninitialized.
- * @param[in] handle to An object
- * @return handle to a Layer or an uninitialized handle
+ * @SINCE_1_0.0
+ * @param[in] handle Handle to An object
+ * @return Handle to a Layer or an uninitialized handle
*/
static Layer DownCast( BaseHandle handle );
* @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
*
- * @param [in] copy The actor to copy.
+ * @SINCE_1_0.0
+ * @param [in] copy The actor to copy
*/
Layer(const Layer& copy);
/**
* @brief Assignment operator
*
- * @param [in] rhs The actor to copy.
+ * @SINCE_1_0.0
+ * @param [in] rhs The actor to copy
+ * @return A reference to this
*/
Layer& operator=(const Layer& rhs);
/**
* @brief Query the depth of the layer
*
- * 0 is bottom most layer, higher number is on top
- * @pre layer is on the stage
+ * 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.
- * @return the current depth of the layer.
*/
unsigned int GetDepth() const;
/**
* @brief Increment the depth of the layer.
*
- * @pre layer is on the stage
+ * @SINCE_1_0.0
+ * @pre Layer is on the stage.
*/
void Raise();
/**
* @brief Decrement the depth of the layer.
*
- * @pre layer is on the stage
+ * @SINCE_1_0.0
+ * @pre Layer is on the stage.
*/
void Lower();
/**
* @brief Ensures the layers depth is greater than the target layer.
*
- * If the layer already is above target layer its depth is not changed
- * If the layer was below target, its new depth will be immediately above target
- * Note! All layers between this layer and target get new depth values
- * @pre layer is on the stage
- * @pre target layer is on the stage
- * @param target layer to get above of
+ * 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 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 RaiseAbove( Layer target );
/**
* @brief Ensures the layers depth is less than the target layer.
*
- * If the layer already is below the layer its depth is not changed
- * If the layer was above target, its new depth will be immediately below target
- * Note! All layers between this layer and target get new depth values
- * @pre layer is on the stage
- * @pre target layer is on the stage
- * @param target layer to get below of
+ * 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 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 LowerBelow( Layer target );
/**
* @brief Raises the layer to the top.
- * @pre layer is on the stage
+ * @SINCE_1_0.0
+ * @pre Layer is on the stage.
*/
void RaiseToTop();
/**
* @brief Lowers the layer to the bottom.
- * @pre layer is on the stage
+ * @SINCE_1_0.0
+ * @pre layer is on the stage.
*/
void LowerToBottom();
/**
* @brief Moves the layer directly above the given layer.
*
- * After the call this layers depth will be immediately above target
- * Note! All layers between this layer and target get new depth values
- * @pre layer is on the stage
- * @pre target layer is on the stage
- * @param target layer to get on top of
+ * 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 );
/**
* @brief Moves the layer directly below the given layer.
*
- * After the call this layers depth will be immediately below target
- * Note! All layers between this layer and target get new depth values
- * @pre layer is on the stage
- * @pre target layer is on the stage
- * @param target layer to get below of
+ * 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.
/**
* @brief Query whether clipping is enabled for a layer.
+ * @SINCE_1_0.0
* @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().
- * @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.
+ * 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);
*
* 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;
/**
* @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.
+ * 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.
*
- * @param[in] disable \e true disables depth test. \e false sets the default behaviour.
+ * @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.
*
- * @return \e true if depth test is disabled.
+ * @SINCE_1_0.0
+ * @return \e True if depth test is disabled.
*/
bool IsDepthTestDisabled() const;
// Sorting
/**
- * @brief This sort function sorts translucent actors according to the Z-value in view space.
- *
- * This is useful for 2D user interfaces.
- *
- * This is the default sorting function.
- *
- * 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);
-
- /**
* @brief This allows the user to specify the sort function that the layer should use.
*
* The sort function is used to determine the order in which the actors are drawn
*
* A function of the following type should be used:
* @code
- * float YourSortFunction(const Vector3& position, float sortModifier);
+ * float YourSortFunction(const Vector3& position);
* @endcode
*
- * @note If the sort function returns a low number, the actor the data applies to will be
+ * @SINCE_1_0.0
+ * @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.
*
- * @param[in] function The sort function pointer
*/
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).
*/
void SetTouchConsumed( bool consume );
/**
* @brief Retrieves whether the layer consumes touch (including gestures).
*
- * @return true if consuming touch, false otherwise.
+ * @SINCE_1_0.0
+ * @return True if consuming touch, 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.
*/
void SetHoverConsumed( bool consume );
/**
* @brief Retrieves whether the layer consumes hover.
*
- * @return true if consuming hover, false otherwise.
+ * @SINCE_1_0.0
+ * @return True if consuming hover, false otherwise.
*/
bool IsHoverConsumed() const;
public: // Not intended for application developers
/**
- * @brief This constructor is used by Dali New() methods.
+ * @brief This constructor is used by Layer::New() methods.
*
+ * @SINCE_1_0.0
* @param [in] Layer A pointer to a newly allocated Dali resource
*/
explicit DALI_INTERNAL Layer(Internal::Layer* Layer);
};
+/**
+ * @}
+ */
} // namespace Dali
#endif //__DALI_LAYER_H__