bool PropertyBuffer::OnStage() const
{
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return false;
+ return mOnStage;
}
void PropertyBuffer::Connect()
{
- // TODO: MESH_REWORK
+ mOnStage = true;
}
void PropertyBuffer::Disconnect()
{
- // TODO: MESH_REWORK
+ mOnStage = false;
}
PropertyBuffer::PropertyBuffer()
-: mSceneObject(NULL)
+: mSceneObject(NULL),
+ mOnStage( false )
{
}
private: // data
SceneGraph::PropertyBuffer* mSceneObject;
+ bool mOnStage;
};
} // namespace Internal
bool Material::OnStage() const
{
- // TODO: MESH_REWORK
- //DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return mSceneObject != NULL;
+ return mOnStage;
}
void Material::Connect()
{
+ mOnStage = true;
+
SamplerConnectorContainer::const_iterator end = mSamplerConnectors.end();
for( SamplerConnectorContainer::iterator it = mSamplerConnectors.begin();
it < end;
void Material::Disconnect()
{
+ mOnStage = false;
+
SamplerConnectorContainer::const_iterator end = mSamplerConnectors.end();
for( SamplerConnectorContainer::iterator it = mSamplerConnectors.begin();
it < end;
}
Material::Material()
-: mSceneObject( NULL )
+: mSceneObject( NULL ),
+ mOnStage( false )
{
}
SamplerConnectorContainer mSamplerConnectors; ///< Vector of connectors that hold the samplers used by this material
SceneGraph::Material* mSceneObject;
+ bool mOnStage;
};
} // namespace Internal
bool Sampler::OnStage() const
{
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return false;
+ return mOnStage;
}
void Sampler::Connect()
{
+ mOnStage = true;
+
mImageConnector.OnStageConnect();
}
void Sampler::Disconnect()
{
+ mOnStage = false;
+
mImageConnector.OnStageDisconnect();
}
Sampler::Sampler()
-: mSceneObject( NULL )
+: mSceneObject( NULL ),
+ mOnStage( false )
{
}
//TODO: MESH_REWORK : change to ObjectConnector
ImageConnector mImageConnector;
SceneGraph::Sampler* mSceneObject;
+ bool mOnStage;
};
} // namespace Internal
Dali::Shader::ShaderHints hints )
{
//TODO: MESH_REWORK
- //DALI_ASSERT_ALWAYS(false && "MESH REWORK");
ShaderPtr shader( new Shader() );
shader->Initialize( vertexShader, fragmentShader );
return shader;
bool Shader::OnStage() const
{
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return false;
+ return mOnStage;
}
void Shader::Connect()
{
+ mOnStage = true;
}
void Shader::Disconnect()
{
+ mOnStage = false;
}
Shader::Shader()
+: mSceneObject( NULL ),
+ mOnStage( false )
{
}
private:
SceneGraph::Shader* mSceneObject;
ResourceTicketPtr mTicket;
+ bool mOnStage;
};
} // namespace Internal
bool Geometry::OnStage() const
{
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return false;
+ return mOnStage;
}
void Geometry::Connect()
{
+ mOnStage = true;
+
PropertyBufferConnectorContainer::const_iterator end = mVertexBufferConnectors.end();
for( PropertyBufferConnectorContainer::iterator it = mVertexBufferConnectors.begin();
it < end;
void Geometry::Disconnect()
{
+ mOnStage = false;
+
PropertyBufferConnectorContainer::const_iterator end = mVertexBufferConnectors.end();
for( PropertyBufferConnectorContainer::iterator it = mVertexBufferConnectors.begin();
it < end;
}
Geometry::Geometry()
-: mSceneObject( NULL )
+: mSceneObject( NULL ),
+ mOnStage( false )
{
}
PropertyBufferConnectorContainer mVertexBufferConnectors; ///< Vector of connectors that hold the property buffers used by this geometry
PropertyBufferConnector mIndexBufferConnector; ///< Connector that holds the index buffer used by this geometry
SceneGraph::Geometry* mSceneObject;
+ bool mOnStage;
};
} // namespace Internal