enum Type
{
FIXED, ///< Size is fixed as set by SetSize @SINCE_1_0.0
- USE_NATURAL_SIZE, ///< Size is to use the actor's natural size @SINCE_1_0.0
+ USE_NATURAL_SIZE, ///< Size is to use the actor's natural size @SINCE_1_0.0 @see Actor::GetNaturalSize()
FILL_TO_PARENT, ///< Size is to fill up to the actor's parent's bounds. Aspect ratio is not maintained. @SINCE_1_0.0
SIZE_RELATIVE_TO_PARENT, ///< The actors size will be ( ParentSize * SizeRelativeToParentFactor ). @SINCE_1_0.0
SIZE_FIXED_OFFSET_FROM_PARENT, ///< The actors size will be ( ParentSize + SizeRelativeToParentFactor ). @SINCE_1_0.0
*
* Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
* @endcode
- * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
- * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
- * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
- * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
- * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
- * also be considered a Stencil Actor.
- * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
+ * For more information, see SetDrawMode().
*
* <i>Touch or hover Event Delivery:</i>
*
} // namespace Camera
/**
- * @brief Controls a camera.
+ * @brief CameraActor controls a camera.
*
* Allows the developer to use actor semantics to control a camera.
*
/**
* @brief Stereoscopic view modes
* @SINCE_1_0.0
+ * @remarks Viewmode is supported in mobile applications only.
*/
enum ViewMode
{
/**
* @brief This class emits a signals when a long press gesture occurs that meets the requirements set by the application.
* @SINCE_1_0.0
- * @see LongPressGestureDetector::SetTouchesRequired.
*
* For any valid long press, two signals will be emitted:
* - First identifying the beginning (state = Started) i.e. when fingers held down for the required time.
* @endcode
*
* @SINCE_1_0.0
- * @note Multi-touch taps are not currently supported. However, multiple taps (double & triple tap etc.) are supported.
+ * @note Multi-touch taps (two or more points of contact with the surface) are not currently
+ * supported. However, multiple taps (double & triple tap etc.) are supported.
*
* Signals
* | %Signal Name | Method |
/**
* @brief Perform action on this object with the given action name and attributes.
*
+ * Usage example: -
+ * @code
+ * BaseHandle handle = SomeClass::New(); // Initialized with New() method
+ *
+ * Property::Map attributes; // Use empty Property::Map because "show" action doesn't need parameter
+ * handle.DoAction("show", attributes);
+ * @endcode
* @SINCE_1_0.0
* @param [in] actionName The command for the action.
* @param [in] attributes The list of attributes for the action.
/**
* @brief Used by the safe bool idiom.
*
+ * The safe bool idiom basically provides a Boolean test for classes. It validates objects
+ * in a boolean context without the usual harmful side effects.
* @SINCE_1_0.0
*/
void ThisIsSaferThanReturningVoidStar() const {}
* </tr>
* <tr>
* <td>@ref dali_core_animation</td>
- * <td>Animation allows your objects to move around / change their properties for a specified duration.</td>
+ * <td>Classes for animation which allows your objects to move around / change their properties for a specified duration.</td>
* </tr>
* <tr>
* <td>@ref dali_core_common</td>
* </tr>
* <tr>
* <td>@ref dali_core_events</td>
- * <td>Input events and gestures supported by DALi.</td>
+ * <td>Classes for input events and gestures supported by DALi.</td>
* </tr>
* <tr>
* <td>@ref dali_core_images</td>
* </tr>
* <tr>
* <td>@ref dali_core_math</td>
- * <td>Basic math classes.</td>
+ * <td>Classes for basic math.</td>
* </tr>
* <tr>
* <td>@ref dali_core_object</td>
* </tr>
* <tr>
* <td>@ref dali_core_rendering_effects</td>
- * <td>Render task and shader effect classes.</td>
+ * <td>Classes for render task and shader effect.</td>
* </tr>
* <tr>
* <td>@ref dali_core_signals</td>
* @brief Actor is the primary object for interaction in DALi applications.
* @defgroup dali_core_animation Animation
- * @brief Animation allows your objects to move around / change their properties for a specified duration.
+ * @brief Classes for animation which allows your objects to move around / change their properties for a specified duration.
* @defgroup dali_core_common Common
* @brief Common classes for using DALi.
* @defgroup dali_core_events Events
- * @brief Input events and gestures supported by DALi.
+ * @brief Classes for input events and gestures supported by DALi.
* @defgroup dali_core_images Images
* @brief Classes for handling resource images.
* @defgroup dali_core_math Math
- * @brief Basic math classes.
+ * @brief Classes for basic math.
* @defgroup dali_core_object Object
* @brief Classes for the handle/body pattern and property system.
* @defgroup dali_core_rendering_effects Rendering & Effect
- * @brief Render task and shader effect classes.
+ * @brief Classes for render task and shader effect.
* @defgroup dali_core_signals Signal
* @brief Classes for the signal and slot structure.