void ScrollBar::OnInitialize()
{
CreateDefaultIndicatorActor();
- Self().SetDrawMode(DrawMode::OVERLAY);
+ Self().SetDrawMode(DrawMode::OVERLAY_2D);
}
void ScrollBar::SetScrollPropertySource( Handle handle, Property::Index propertyScrollPosition, Property::Index propertyMinScrollPosition, Property::Index propertyMaxScrollPosition, Property::Index propertyScrollContentSize )
Actor actor = CreateBackground(Self(), color );
background.actor = actor;
mImpl->mAddRemoveBackgroundChild = true;
- // use insert to guarantee its the first child (so that OVERLAY mode works)
+ // use insert to guarantee its the first child (so that OVERLAY_2D mode works)
Self().Insert( 0, actor );
mImpl->mAddRemoveBackgroundChild = false;
}
// Set the background actor before adding so that we do not inform derived classes
background.actor = actor;
mImpl->mAddRemoveBackgroundChild = true;
- // use insert to guarantee its the first child (so that OVERLAY mode works)
+ // use insert to guarantee its the first child (so that OVERLAY_2D mode works)
Self().Insert( 0, actor );
mImpl->mAddRemoveBackgroundChild = false;
}
// In this mode depth testing is turned off and order is determined by the hierachy (depth-first search order).
// Not always recommended if there is going to be a lot of overdraw ( if lots of actors are on top of each other)
-Actor::SetDrawMode( DrawMode::OVERLAY ); // C++
+Actor::SetDrawMode( DrawMode::OVERLAY_2D ); // C++
~~~
~~~{.js}
// In this mode depth testing is turned off and order is determined by the hierachy (depth-first search order).
// Not always recommended if there is going to be a lot of overdraw ( if lots of actors are on top of each other)
-actor.drawMode = dali.DRAW_MODE_OVERLAY;
+actor.drawMode = dali.DRAW_MODE_OVERLAY_2D;
~~~
- Use TextureAtlases ( reduces state changes in the GPU)
- Use compressed textures
* By default a renderable actor will be drawn as a 3D object. It will be depth-tested against
* other objects in the world i.e. it may be obscured if other objects are in front.
*
- * If OVERLAY is used, the actor and its children will be drawn as a 2D overlay.
+ * If OVERLAY_2D is used, the actor and its children will be drawn as a 2D overlay.
* Overlay actors are drawn in a separate pass, after all non-overlay actors within the Layer.
* For overlay actors, the drawing order is determined by the hierachy (depth-first search order),
* and depth-testing will not be used.
*
* @example
*
- * var actor.drawMode = dali.DRAW_MODE_NORMAL; // binary 00. The default draw-mode
- * var actor.drawMode = dali.DRAW_MODE_OVERLAY; // binary 01. Draw the actor and its children as an overlay
- * var actor.drawMode = dali.DRAW_MODE_STENCIL ;// binary 11. Draw the actor and its children into the stencil buffer
+ * var actor.drawMode = dali.DRAW_MODE_NORMAL; // binary 00. The default draw-mode
+ * var actor.drawMode = dali.DRAW_MODE_OVERLAY_2D; // binary 01. Draw the actor and its children as an overlay
+ * var actor.drawMode = dali.DRAW_MODE_STENCIL ; // binary 11. Draw the actor and its children into the stencil buffer
*
*
* @type Number
|**actor.drawMode **| |
|DRAW_MODE_NORMAL | integer value |
-|DRAW_MODE_OVERLAY | integer value |
+|DRAW_MODE_OVERLAY_2D | integer value |
|DRAW_MODE_STENCIL | integer value |
|**Image load policy **| |
{ "POSITION_INHERITANCE_DONT_INHERIT_POSITION", DONT_INHERIT_POSITION },
{ "DRAW_MODE_NORMAL", DrawMode::NORMAL },
- { "DRAW_MODE_OVERLAY", DrawMode::OVERLAY },
+ { "DRAW_MODE_OVERLAY_2D", DrawMode::OVERLAY_2D },
{ "DRAW_MODE_STENCIL", DrawMode::STENCIL },
{ "IMAGE_LOAD_POLICY_IMMEDIATE", ResourceImage::IMMEDIATE },