return layer;
}
-LayerPtr Layer::NewRoot( LayerList& layerList, UpdateManager& manager, bool systemLevel )
+LayerPtr Layer::NewRoot( LayerList& layerList, UpdateManager& manager )
{
LayerPtr root( new Layer( Actor::ROOT_LAYER ) );
SceneGraph::Layer* rootLayer = static_cast<SceneGraph::Layer*>( root->CreateNode() );
root->mNode = rootLayer;
OwnerPointer< SceneGraph::Layer > transferOwnership( rootLayer );
- InstallRootMessage( manager, transferOwnership, systemLevel );
+ InstallRootMessage( manager, transferOwnership );
// root actor is immediately considered to be on-stage
root->mIsOnStage = true;
// layer-list must be set for the root layer
root->mLayerList = &layerList;
+ layerList.SetRootLayer( &(*root) );
layerList.RegisterLayer( *root );
return root;