using Dali::Internal::SceneGraph::Node;
+namespace
+{
+#if defined(DEBUG_ENABLED)
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_DEPTH_TIMER" );
+#endif
+}
+
namespace Dali
{
mContextRegainedSignal.Emit();
}
+
+void Stage::RequestRebuildDepthTree()
+{
+ DALI_LOG_INFO(gLogFilter, Debug::General, "RequestRebuildDepthTree()\n");
+ mDepthTreeDirty = true;
+}
+
+void Stage::RebuildDepthTree()
+{
+ // If the depth tree needs rebuilding, do it in this frame only.
+ if( mDepthTreeDirty )
+ {
+ DALI_LOG_INFO(gLogFilter, Debug::Concise, "RebuildDepthTree() dirty:T\n");
+
+ ActorPtr actor( mRootLayer.Get() );
+ actor->RebuildDepthTree();
+ mDepthTreeDirty = false;
+ }
+}
+
+
Stage::Stage( AnimationPlaylist& playlist,
PropertyNotificationManager& propertyNotificationManager,
SceneGraph::UpdateManager& updateManager,