Actor CreateActor( Actor parent, int siblingOrder, const char* location )
{
- Actor actor0 = Actor::New();
- actor0.SetAnchorPoint(AnchorPoint::CENTER);
- actor0.SetParentOrigin(AnchorPoint::CENTER);
- actor0.SetPosition(0.0f,0.0f);
- actor0.SetSize(100, 100);
- actor0.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, siblingOrder );
- DALI_TEST_EQUALS( actor0.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), siblingOrder, TEST_INNER_LOCATION(location) );
- parent.Add(actor0);
-
- return actor0;
+ Actor actor = Actor::New();
+ actor.SetAnchorPoint(AnchorPoint::CENTER);
+ actor.SetParentOrigin(AnchorPoint::CENTER);
+ actor.SetPosition(0.0f,0.0f);
+ actor.SetSize(100, 100);
+ parent.Add(actor);
+ actor.SetProperty( Dali::DevelActor::Property::SIBLING_ORDER, siblingOrder );
+ DALI_TEST_EQUALS( actor.GetProperty<int>( Dali::DevelActor::Property::SIBLING_ORDER), siblingOrder, TEST_INNER_LOCATION(location) );
+
+ return actor;
}
int UtcDaliRendererRenderOrder2DLayer(void)
//Check that renderer0 has been rendered after renderer2
DALI_TEST_GREATER( textureBindIndex[4], textureBindIndex[5], TEST_LOCATION );
- //Check that renderer0 has been rendered after renderer2
+ //Check that renderer5 has been rendered after renderer2
DALI_TEST_GREATER( textureBindIndex[5], textureBindIndex[0], TEST_LOCATION );
//Check that renderer0 has been rendered after renderer2