#include <dali/public-api/common/constants.h>
#include <dali/public-api/common/dali-common.h>
+#include <dali/internal/update/common/resetter-manager.h> ///< For AddInitializeResetter
+
namespace
{
// Memory pool used to allocate new nodes. Memory used by this pool will be released when process dies
}
Node::Node()
-: mOrientation(), // Initialized to identity by default
+: mTransformManagerData(), // Initialized to use invalid id by default
+ mOrientation(), // Initialized to identity by default
mWorldPosition(TRANSFORM_PROPERTY_WORLD_POSITION, Vector3(0.0f, 0.0f, 0.0f)), // Zero initialized by default
mWorldScale(TRANSFORM_PROPERTY_WORLD_SCALE, Vector3(1.0f, 1.0f, 1.0f)),
mWorldOrientation(), // Initialized to identity by default
mIsCamera(false),
mPositionUsesAnchorPoint(true),
mTransparent(false),
- mUpdateAreaChanged(false)
+ mUpdateAreaChanged(false),
+ mUseTextureUpdateArea(false)
{
#ifdef DEBUG_ENABLED
gNodeCount++;
return mIsConnectedToSceneGraph;
}
+void Node::AddInitializeResetter(ResetterManager& manager) const
+{
+ manager.AddNodeResetter(*this);
+}
+
void Node::ConnectChild(Node* childNode)
{
DALI_ASSERT_ALWAYS(this != childNode);
{
if(mRenderers[i] == renderer)
{
+ renderer->DetachFromNodeDataProvider(*this);
+
SetUpdated(true);
mRenderers.Erase(mRenderers.Begin() + i);
return;