DALI_PROPERTY( "opacity", FLOAT, true, true, true, Dali::DevelActor::Property::OPACITY )
DALI_PROPERTY( "screenPosition", VECTOR2, false, false, false, Dali::DevelActor::Property::SCREEN_POSITION )
DALI_PROPERTY( "positionUsesAnchorPoint", BOOLEAN, true, false, false, Dali::DevelActor::Property::POSITION_USES_ANCHOR_POINT )
+DALI_PROPERTY( "culled", BOOLEAN, false, false, true, Dali::DevelActor::Property::CULLED )
DALI_PROPERTY_TABLE_END( DEFAULT_ACTOR_PROPERTY_START_INDEX )
// Signals
property = &mNode->mWorldMatrix;
break;
+ case Dali::DevelActor::Property::CULLED:
+ property = &mNode->mCulled;
+ break;
+
default:
break;
}
SceneGraph::Node* Actor::CreateNode() const
{
- return Node::New();
+ return Node::New( mId );
}
bool Actor::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& /* attributes */ )
break;
}
+ case DevelActor::Property::CULLED:
+ {
+ value = mNode->IsCulled( GetEventThreadServices().GetEventBufferIndex() );
+ break;
+ }
+
default:
{
// Must be an event-side only property