struct HitActor
{
HitActor()
- : x( 0 ),
+ : actor( NULL ),
+ x( 0 ),
y( 0 ),
distance( std::numeric_limits<float>::max() ),
overlay( false )
}
- Dali::Actor actor; ///< the actor hit. (if actor hit, then initialised)
+ Actor *actor; ///< the actor hit. (if actor hit, then initialised)
float x; ///< x position of hit (only valid if actor valid)
float y; ///< y position of hit (only valid if actor valid)
float distance; ///< distance from ray origin to hit actor
}
else
{
- hit.actor = Dali::Actor(&actor);
+ hit.actor = &actor;
hit.x = hitPointLocal.x;
hit.y = hitPointLocal.y;
hit.distance = distance;
if ( hit.actor )
{
results.renderTask = Dali::RenderTask(&renderTask);
- results.actor = hit.actor;
+ results.actor = Dali::Actor(hit.actor);
results.actorCoordinates.x = hit.x;
results.actorCoordinates.y = hit.y;
return true; // Success