Also removed some unnecessary includes of <vector-wrapper.h> from
public-api files
Change-Id: I158193751290c01614f2a05211dd629bb5cf04fd
12 files changed:
// Create a grid of 9 x 9 actors; only the central 3x3 are in viewport
// Create a grid of 9 x 9 actors; only the central 3x3 are in viewport
+ std::vector< Actor > actors;
for( int i = 0; i < NUM_ROWS*NUM_COLS; i++ )
{
GLuint textureId = TEXTURE_ID_OFFSET+i;
for( int i = 0; i < NUM_ROWS*NUM_COLS; i++ )
{
GLuint textureId = TEXTURE_ID_OFFSET+i;
struct DynamicsData;
typedef IntrusivePtr< Actor > ActorPtr;
struct DynamicsData;
typedef IntrusivePtr< Actor > ActorPtr;
-typedef Dali::ActorContainer ActorContainer; // Store handles to return via public-api
+typedef std::vector< Dali::Actor > ActorContainer; // Store handles to return via public-api
typedef ActorContainer::iterator ActorIter;
typedef ActorContainer::const_iterator ActorConstIter;
typedef ActorContainer::iterator ActorIter;
typedef ActorContainer::const_iterator ActorConstIter;
if( actor.GetChildCount() > 0 )
{
childHit.distance = std::numeric_limits<float>::max();
if( actor.GetChildCount() > 0 )
{
childHit.distance = std::numeric_limits<float>::max();
- Dali::ActorContainer& children = actor.GetChildrenInternal();
+ ActorContainer& children = actor.GetChildrenInternal();
// Hit test ALL children and calculate their distance.
bool parentIsRenderable = actor.IsRenderable();
// Hit test ALL children and calculate their distance.
bool parentIsRenderable = actor.IsRenderable();
- for (Dali::ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter)
+ for( ActorIter iter = children.begin(), endIter = children.end(); iter != endIter; ++iter )
{
// Descend tree only if...
if ( !iter->IsLayer() && // Child is NOT a layer, hit testing current layer only or Child is not a layer and we've inherited the stencil draw mode
{
// Descend tree only if...
if ( !iter->IsLayer() && // Child is NOT a layer, hit testing current layer only or Child is not a layer and we've inherited the stencil draw mode
- Dali::ActorContainer potentialRedundantSubRoots;
- Dali::ActorContainer topOfSubTreeStack;
+ std::vector< Dali::Actor > potentialRedundantSubRoots;
+ std::vector< Dali::Actor > topOfSubTreeStack;
topOfSubTreeStack.push_back( actor );
topOfSubTreeStack.push_back( actor );
}
// Remove any redundant sub-tree heads
}
// Remove any redundant sub-tree heads
- for( ActorContainer::iterator it = potentialRedundantSubRoots.begin(), itEnd = potentialRedundantSubRoots.end(); it != itEnd; ++it )
+ for( std::vector< Dali::Actor >::iterator it = potentialRedundantSubRoots.begin(), itEnd = potentialRedundantSubRoots.end(); it != itEnd; ++it )
{
Dali::Actor subRoot = *it;
{
Dali::Actor subRoot = *it;
-void RelayoutController::PropagateAll( Dali::Actor& actor, Dimension::Type dimension, Dali::ActorContainer& topOfSubTreeStack, Dali::ActorContainer& potentialRedundantSubRoots )
+void RelayoutController::PropagateAll( Dali::Actor& actor, Dimension::Type dimension, std::vector< Dali::Actor >& topOfSubTreeStack, std::vector< Dali::Actor >& potentialRedundantSubRoots )
{
// Only set dirty flag if doing relayout and not already marked as dirty
Actor& actorImpl = GetImplementation( actor );
{
// Only set dirty flag if doing relayout and not already marked as dirty
Actor& actorImpl = GetImplementation( actor );
#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/object/base-object.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/object/base-object.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/internal/common/memory-pool-object-allocator.h>
#include <dali/internal/event/size-negotiation/memory-pool-relayout-container.h>
#include <dali/internal/common/memory-pool-object-allocator.h>
#include <dali/internal/event/size-negotiation/memory-pool-relayout-container.h>
* @param[in] topOfSubTreeStack The top of the sub tree that this actor is in
* @param[in] potentialRedundantSubRoots Actors collected as potentially already being included in relayout
*/
* @param[in] topOfSubTreeStack The top of the sub tree that this actor is in
* @param[in] potentialRedundantSubRoots Actors collected as potentially already being included in relayout
*/
- void PropagateAll( Dali::Actor& actor, Dimension::Type dimension, Dali::ActorContainer& topOfSubTreeStack, Dali::ActorContainer& potentialRedundantSubRoots );
+ void PropagateAll( Dali::Actor& actor, Dimension::Type dimension, std::vector< Dali::Actor >& topOfSubTreeStack, std::vector< Dali::Actor >& potentialRedundantSubRoots );
/**
* Queue an actor on the relayout container
/**
* Queue an actor on the relayout container
#include <string>
// INTERNAL INCLUDES
#include <string>
// INTERNAL INCLUDES
-#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/actors/actor-enumerations.h>
#include <dali/public-api/actors/draw-mode.h>
#include <dali/public-api/math/radian.h>
#include <dali/public-api/actors/actor-enumerations.h>
#include <dali/public-api/actors/draw-mode.h>
#include <dali/public-api/math/radian.h>
struct Vector3;
struct Vector4;
struct Vector3;
struct Vector4;
-/**
- * @brief Actor container.
- */
-typedef std::vector<Actor> ActorContainer;
-typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
-typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
-
typedef Rect<float> Padding; ///< Padding definition
/**
typedef Rect<float> Padding; ///< Padding definition
/**
-#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/object/property.h>
#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/actors/actor-enumerations.h>
#include <dali/public-api/object/property.h>
#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/actors/actor-enumerations.h>
-#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/events/touch-point.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/events/touch-point.h>
-#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/events/touch-point.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/events/touch-point.h>
-#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/images/image.h>
#include <dali/public-api/images/pixel.h>
#include <dali/public-api/math/rect.h>
#include <dali/public-api/images/image.h>
#include <dali/public-api/images/pixel.h>
#include <dali/public-api/math/rect.h>
-#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/images/buffer-image.h>
#include <dali/public-api/math/rect.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/images/buffer-image.h>
#include <dali/public-api/math/rect.h>
-#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/object/base-handle.h>
namespace Dali
#include <dali/public-api/object/base-handle.h>
namespace Dali