-/** Copyright (c) 2017 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.
-* You may obtain a copy of the License at
-*
-* http://www.apache.org/licenses/LICENSE-2.0
-*
-* Unless required by applicable law or agreed to in writing, software
-* distributed under the License is distributed on an "AS IS" BASIS,
-* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-* See the License for the specific language governing permissions and
-* limitations under the License.
-*
-*/
+/*
+ * Copyright(c) 2017 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
namespace Tizen.NUI
{
/// </summary>
/// <seealso cref="Container.Add">
/// </seealso>
+ /// <since_tizen> 4 </since_tizen>
public override void Add(View child)
{
NDalicPINVOKE.Actor_Add(swigCPtr, View.getCPtr(child));
/// </summary>
/// <seealso cref="Container.Remove">
/// </seealso>
+ /// <since_tizen> 4 </since_tizen>
public override void Remove(View child)
{
NDalicPINVOKE.Actor_Remove(swigCPtr, View.getCPtr(child));
/// <pre>The view has been initialized.</pre>
/// <param name="index">The index of the child to retrieve.</param>
/// <returns>The view for the given index or empty handle if children not initialized.</returns>
+ /// <since_tizen> 4 </since_tizen>
public override View GetChildAt(uint index)
{
System.IntPtr cPtr = NDalicPINVOKE.Actor_GetChildAt(swigCPtr, index);
return ret ?? null;
}
-
+ /// <summary>
+ /// Get parent of the layer.
+ /// </summary>
+ /// <returns>The view's container</returns>
+ /// <since_tizen> 3 </since_tizen>
protected override Container GetParent()
{
return null;
}
+ /// <summary>
+ /// Get the child count of the layer.
+ /// </summary>
+ /// <returns>The child count of the layer.</returns>
+ /// <since_tizen> 3 </since_tizen>
protected override uint GetChildCount()
{
uint ret = NDalicPINVOKE.Actor_GetChildCount(swigCPtr);
return ret;
}
+ /// <summary>
+ /// Dispose.
+ /// </summary>
+ /// <since_tizen> 3 </since_tizen>
protected override void Dispose(DisposeTypes type)
{
if(disposed)
/// <summary>
/// Creates a Layer object.
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public Layer() : this(NDalicPINVOKE.Layer_New(), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
-
+ /// <summary>
+ /// [Obsolete("Please do not use! this will be deprecated")]
+ /// </summary>
+ /// <since_tizen> 3 </since_tizen>
[Obsolete("Please do not use! this will be deprecated")]
public static Layer DownCast(BaseHandle handle)
{
/// <remarks>The actor itself is also considered in the search.</remarks>
/// <param name="id">The id of the child to find</param>
/// <returns> A handle to the view if found, or an empty handle if not. </returns>
+ /// <since_tizen> 3 </since_tizen>
public View FindChildById(uint id)
{
IntPtr cPtr = NDalicPINVOKE.Actor_FindChildById(swigCPtr, id);
}
/// <summary>
- /// Queries the depth of the layer.<br>
- /// 0 is the bottommost layer, higher number is on the top.<br>
+ /// Queries the depth of the layer.<br />
+ /// 0 is the bottommost layer, higher number is on the top.<br />
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public uint Depth
{
get
/// <summary>
/// Increments the depth of the layer.
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public void Raise()
{
NDalicPINVOKE.Layer_Raise(swigCPtr);
/// <summary>
/// Decrements the depth of the layer.
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public void Lower()
{
NDalicPINVOKE.Layer_Lower(swigCPtr);
/// <summary>
/// Raises the layer to the top.
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public void RaiseToTop()
{
NDalicPINVOKE.Layer_RaiseToTop(swigCPtr);
/// <summary>
/// Lowers the layer to the bottom.
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public void LowerToBottom()
{
NDalicPINVOKE.Layer_LowerToBottom(swigCPtr);
}
/// <summary>
- /// Moves the layer directly above the given layer.<br>
- /// After the call, this layer's depth will be immediately above target.<br>
+ /// Moves the layer directly above the given layer.<br />
+ /// After the call, this layer's depth will be immediately above target.<br />
/// </summary>
/// <param name="target">The layer to get on top of.</param>
+ /// <since_tizen> 3 </since_tizen>
public void MoveAbove(Layer target)
{
NDalicPINVOKE.Layer_MoveAbove(swigCPtr, Layer.getCPtr(target));
}
/// <summary>
- /// Moves the layer directly below the given layer.<br>
- /// After the call, this layer's depth will be immediately below target.<br>
+ /// Moves the layer directly below the given layer.<br />
+ /// After the call, this layer's depth will be immediately below target.<br />
/// </summary>
/// <param name="target">The layer to get below of.</param>
+ /// <since_tizen> 3 </since_tizen>
public void MoveBelow(Layer target)
{
NDalicPINVOKE.Layer_MoveBelow(swigCPtr, Layer.getCPtr(target));
/// <summary>
/// Enumeration for the behavior of the layer.
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public enum LayerBehavior
{
+ /// <summary>
+ /// UI control rendering mode.
+ /// </summary>
+ /// <since_tizen> 3 </since_tizen>
Layer2D,
+ /// <summary>
+ /// UI control rendering mode (default mode).
+ /// This mode is designed for UI controls that can overlap. In this
+ /// mode renderer order will be respective to the tree hierarchy of
+ /// Actors.<br />
+ /// 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).<br />
+ /// </summary>
+ /// <since_tizen> 3 </since_tizen>
LayerUI = Layer2D,
+ /// <summary>
+ /// Layer will use depth test.
+ /// 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.<br />
+ /// 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()).<br />
+ /// 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.
+ /// </summary>
+ /// <since_tizen> 3 </since_tizen>
Layer3D
}
/// <summary>
/// Layer behavior, type String (Layer.LayerBehavior).
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public Layer.LayerBehavior Behavior
{
get
/// Sets the viewport (in window coordinates), type rectangle.
/// The contents of the layer will not be visible outside this box, when ViewportEnabled is true.
/// </summary>
+ /// <since_tizen> 4 </since_tizen>
public Rectangle Viewport
{
get
}
/// <summary>
- /// Retrieves and sets the layer's opacity.<br>
+ /// Retrieves and sets the layer's opacity.<br />
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public float Opacity
{
get
/// <summary>
/// Retrieves and sets the layer's visibility.
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public bool Visibility
{
get
/// <summary>
/// Get the number of children held by the layer.
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public new uint ChildCount
{
get
/// <summary>
/// Gets or sets the layer's name.
/// </summary>
+ /// <since_tizen> 3 </since_tizen>
public string Name
{
get
}
}
-}
+}
\ No newline at end of file