SceneGraph::Layer* Layer::New()
{
+ // Layers are currently heap allocated, unlike Nodes which are in a memory pool
+ // However Node::Delete( layer ) will correctly delete a layer / node depending on type
return new Layer();
}
mDepthTestDisabled( true ),
mIsDefaultSortFunction( true )
{
+ // set a flag the node to say this is a layer
+ mIsLayer = true;
+
// layer starts off dirty
mAllChildTransformsClean[ 0 ] = false;
mAllChildTransformsClean[ 1 ] = false;
void Layer::ClearRenderables()
{
- stencilRenderables.Clear();
colorRenderables.Clear();
overlayRenderables.Clear();
}
} // namespace SceneGraph
+template <>
+void OwnerPointer<Dali::Internal::SceneGraph::Layer>::Reset()
+{
+ if( mObject != NULL )
+ {
+ Dali::Internal::SceneGraph::Node::Delete( mObject );
+ mObject = NULL;
+ }
+}
} // namespace Internal
} // namespace Dali