}
}
-void Control::OnStageConnection( int depth )
+void Control::OnSceneConnection( int depth )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection number of registered visuals(%d)\n", mImpl->mVisuals.Size() );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnSceneConnection number of registered visuals(%d)\n", mImpl->mVisuals.Size() );
Actor self( Self() );
// Check whether the visual is empty and enabled
if( (*iter)->visual && (*iter)->enabled )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection Setting visual(%d) on stage\n", (*iter)->index );
- Toolkit::GetImplementation((*iter)->visual).SetOnStage( self );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnSceneConnection Setting visual(%d) on scene\n", (*iter)->index );
+ Toolkit::GetImplementation((*iter)->visual).SetOnScene( self );
}
}
// The clipping renderer is only created if required.
CreateClippingRenderer( *this );
- // Request to be laid out when the control is connected to the Stage.
+ // Request to be laid out when the control is connected to the Scene.
// Signal that a Relayout may be needed
}
-void Control::OnStageDisconnection()
+void Control::OnSceneDisconnection()
{
- mImpl->OnStageDisconnection();
+ mImpl->OnSceneDisconnection();
}
void Control::OnKeyInputFocusGained()
void Control::OnPropertySet( Property::Index index, Property::Value propertyValue )
{
// If the clipping mode has been set, we may need to create a renderer.
- // Only do this if we are already on-stage as the OnStageConnection will handle the off-stage clipping controls.
+ // Only do this if we are already on-stage as the OnSceneConnection will handle the off-stage clipping controls.
if( ( index == Actor::Property::CLIPPING_MODE ) && Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
// Note: This method will handle whether creation of the renderer is required.