* Remove a camera from scene
* @param[in] camera to remove
*/
- void RemoveCamera( const Camera* camera );
+ void RemoveCamera( Camera* camera );
/**
* Add a newly created object.
inline void RemoveCameraMessage( UpdateManager& manager, const Camera* camera )
{
- typedef MessageValue1< UpdateManager, const Camera* > LocalType;
+ typedef MessageValue1< UpdateManager, Camera* > LocalType;
// Reserve some memory inside the message queue
uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::RemoveCamera, camera );
+ new (slot) LocalType( &manager, &UpdateManager::RemoveCamera, const_cast<Camera*>( camera ) );
}
inline void AddObjectMessage( UpdateManager& manager, OwnerPointer<PropertyOwner>& object )
new (slot) LocalType( &manager, &UpdateManager::AddObject, object );
}
-inline void RemoveObjectMessage( UpdateManager& manager, PropertyOwner* object )
+inline void RemoveObjectMessage( UpdateManager& manager, const PropertyOwner* object )
{
typedef MessageValue1< UpdateManager, PropertyOwner* > LocalType;
uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::RemoveObject, object );
+ new (slot) LocalType( &manager, &UpdateManager::RemoveObject, const_cast<PropertyOwner*>( object ) );
}
inline void AddAnimationMessage( UpdateManager& manager, OwnerPointer< SceneGraph::Animation >& animation )
}
// The render thread can safely change the Shader
-inline void RemoveShaderMessage( UpdateManager& manager, Shader& shader )
+inline void RemoveShaderMessage( UpdateManager& manager, const Shader* shader )
{
typedef MessageValue1< UpdateManager, Shader* > LocalType;
uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::RemoveShader, &shader );
+ new (slot) LocalType( &manager, &UpdateManager::RemoveShader, const_cast<Shader*>( shader ) );
}
inline void SetShaderProgramMessage( UpdateManager& manager,
- Shader& shader,
+ const Shader& shader,
Internal::ShaderDataPtr shaderData,
bool modifiesGeometry )
{
uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::SetShaderProgram, &shader, shaderData, modifiesGeometry );
+ new (slot) LocalType( &manager, &UpdateManager::SetShaderProgram, const_cast<Shader*>( &shader ), shaderData, modifiesGeometry );
}
inline void SetBackgroundColorMessage( UpdateManager& manager, const Vector4& color )
new (slot) LocalType( &manager, &UpdateManager::AddRenderer, object );
}
-inline void RemoveRendererMessage( UpdateManager& manager, Renderer& object )
+inline void RemoveRendererMessage( UpdateManager& manager, const Renderer& object )
{
typedef MessageValue1< UpdateManager, Renderer* > LocalType;
// Reserve some memory inside the message queue
uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::RemoveRenderer, &object );
+ new (slot) LocalType( &manager, &UpdateManager::RemoveRenderer, const_cast<Renderer*>( &object ) );
}
// The render thread can safely change the Shader