From: Kimmo Hoikka Date: Mon, 25 Jul 2016 17:34:21 +0000 (+0100) Subject: introduce LAYER_UI to replace LAYER_2D, deprecate latter X-Git-Tag: dali_1.1.45~8^2 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-core.git;a=commitdiff_plain;h=b7c96a730ed6c2e50e65ddab62cfde37bb07cf6f introduce LAYER_UI to replace LAYER_2D, deprecate latter Change-Id: I6228bf0e8f3153918fdac8759b0d45e8c41027e2 --- diff --git a/dali/public-api/actors/layer.h b/dali/public-api/actors/layer.h index 81b43a9..7615ecc 100644 --- a/dali/public-api/actors/layer.h +++ b/dali/public-api/actors/layer.h @@ -107,15 +107,23 @@ public: 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 determined based on the depth index. - * 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 * @@ -129,9 +137,9 @@ public: * * @endcode * - * @SINCE_1_0.0 + * @SINCE_1_1.45 */ - LAYER_2D, + LAYER_UI = LAYER_2D, /** * @brief Layer will use depth test. @@ -141,15 +149,16 @@ public: * 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 */ - LAYER_3D, + LAYER_3D + }; /**