Now it is possible to remove the native content of an existing
surface. This gurantee that the logical scene structure is the same
if an application is closed or killed.
virtual void removeLayer(Layer* layer);
virtual void removeSurface(Surface* surface);
+ virtual void removeSurfaceNativeContent(Surface* surface);
virtual Layer* getLayer(const uint id) const;
virtual Surface* getSurface(const uint id) const;
virtual SurfaceGroup* getSurfaceGroup(const uint id) const;
{
return m_hasNativeContent;
}
+
+ void removeNativeContent()
+ {
+ m_hasNativeContent = false;
+ }
void setNativeContent(long nativeHandle)
{
}
else
{
+ newSurface = m_surfaceMap.at(surfaceId);
LOG_DEBUG("Scene","Surface with id [ " << surfaceId << " ] " << " already exists " );
}
}
delete surface;
}
}
+/// \brief take removing applied native content
+void Scene::removeSurfaceNativeContent(Surface* surface)
+{
+ if (surface != NULL)
+ {
+ surface->removeNativeContent();
+ }
+}
void Scene::removeLayerGroup(LayerGroup* layerGroup)
{