#include <dali/internal/event/actors/actor-declarations.h>
#include <dali/internal/event/actors/actor-parent-impl.h>
#include <dali/internal/event/actors/actor-parent.h>
+#include <dali/internal/event/actors/actor-renderer-container.h>
#include <dali/internal/event/common/object-impl.h>
#include <dali/internal/event/common/stage-def.h>
#include <dali/internal/update/nodes/node-declarations.h>
class Renderer;
class Scene;
-using RendererPtr = IntrusivePtr<Renderer>;
-using RendererContainer = std::vector<RendererPtr>;
-using RendererIter = RendererContainer::iterator;
-
class ActorDepthTreeNode;
using DepthNodeMemoryPool = Dali::Internal::MemoryPoolObjectAllocator<ActorDepthTreeNode>;
bool IsRenderable() const
{
// inlined as this is called a lot in hit testing
- return mRenderers && !mRenderers->empty();
+ return mRenderers && !mRenderers->IsEmpty();
}
/**