void BaseWindowSystem::ClearDamage()
{
- LayerList layers = m_pScene->getCurrentRenderOrder();
+ LayerList layers = m_pScene->getCurrentRenderOrder(0);
for (LayerListIterator layer = layers.begin(); layer != layers.end(); layer++)
{
SurfaceList surfaces = (*layer)->getAllSurfaces();
std::stringstream debugmessage;
debugmessage << "Layer: ID | X | Y | W | H | Al. \n";
// loop the layers
- std::list<Layer*> list = layerlist->getCurrentRenderOrder();
+ std::list<Layer*> list = layerlist->getCurrentRenderOrder(0);
for(std::list<Layer*>::const_iterator currentLayer = list.begin(); currentLayer != list.end(); ++currentLayer)
{
Rectangle dest = (*currentLayer)->getDestinationRegion();
// LOG_INFO("NullWindowSystem","redraw");
// draw all the layers
graphicSystem->clearBackground();
- std::list<Layer*> layers = layerlist->getCurrentRenderOrder();
+ std::list<Layer*> layers = layerlist->getCurrentRenderOrder(0);
for(std::list<Layer*>::const_iterator current = layers.begin(); current != layers.end(); ++current)
{
Layer* currentLayer = (Layer*)*current;
defaultLayer->setOpacity(1.0);
defaultLayer->setDestinationRegion(Rectangle(0,0,windowsys->resolutionWidth,windowsys->resolutionHeight));
defaultLayer->setSourceRegion(Rectangle(0,0,windowsys->resolutionWidth,windowsys->resolutionHeight));
- windowsys->layerlist->getCurrentRenderOrder().push_back(defaultLayer);
+ windowsys->layerlist->getCurrentRenderOrder(0).push_back(defaultLayer);
}
LOG_DEBUG("NullWindowSystem", "Enter render loop");
while (running)
std::stringstream debugmessage;
debugmessage << "Layer: ID | X | Y | W | H | Al. \n";
- LayerList list = m_pScene->getCurrentRenderOrder();
+ LayerList list = m_pScene->getCurrentRenderOrder(0);
// loop the layers
LayerListConstIterator iter = list.begin();
void WaylandBaseWindowSystem::checkForNewSurfaceNativeContent()
{
m_pScene->lockScene();
- LayerList layers = m_pScene->getCurrentRenderOrder();
+ LayerList layers = m_pScene->getCurrentRenderOrder(0);
for(LayerListConstIterator current = layers.begin(); current != layers.end(); current++)
{
SurfaceList surfaces = (*current)->getAllSurfaces();
// we have rendered a frame
Frame ++;
- std::list<Layer*> layers = m_pScene->getCurrentRenderOrder();
+ std::list<Layer*> layers = m_pScene->getCurrentRenderOrder(0);
// every 3 seconds, calculate & print fps
gettimeofday(&tv, NULL);
timeSinceLastCalc = (float)(tv.tv_sec-tv0.tv_sec) + 0.000001*((float)(tv.tv_usec-tv0.tv_usec));
void WaylandBaseWindowSystem::RedrawAllLayers(bool clear, bool swap)
{
- LayerList layers = m_pScene->getCurrentRenderOrder();
+ LayerList layers = m_pScene->getCurrentRenderOrder(0);
LayerList swLayers;
// TODO: bRedraw is overly conservative if layers includes a hardware layer
bool bRedraw = m_forceComposition || graphicSystem->needsRedraw(layers) || (m_systemState == REDRAW_STATE);
std::stringstream debugmessage;
debugmessage << "Layer: ID | X | Y | W | H | Al. \n";
- LayerList list = m_pScene->getCurrentRenderOrder();
+ LayerList list = m_pScene->getCurrentRenderOrder(0);
// loop the layers
LayerListConstIterator iter = list.begin();
void X11WindowSystem::checkForNewSurfaceNativeContent()
{
m_pScene->lockScene();
- LayerList layers = m_pScene->getCurrentRenderOrder();
+ LayerList layers = m_pScene->getCurrentRenderOrder(0);
for(LayerListConstIterator current = layers.begin(); current != layers.end(); current++)
{
SurfaceList surfaces = (*current)->getAllSurfaces();
{
// we have rendered a frame
Frame ++;
- std::list<Layer*> layers = m_pScene->getCurrentRenderOrder();
+ std::list<Layer*> layers = m_pScene->getCurrentRenderOrder(0);
// every 3 seconds, calculate & print fps
gettimeofday(&tv, NULL);
timeSinceLastCalc = (float)(tv.tv_sec-tv0.tv_sec) + 0.000001*((float)(tv.tv_usec-tv0.tv_usec));
void X11WindowSystem::RedrawAllLayers(bool clear, bool swap)
{
- LayerList layers = m_pScene->getCurrentRenderOrder();
+ LayerList layers = m_pScene->getCurrentRenderOrder(0);
LayerList swLayers;
// Refresh HW Layers, find SW Layers
defaultLayer->setOpacity(1.0);
defaultLayer->setDestinationRegion(Rectangle(0,0,this->resolutionWidth,this->resolutionHeight));
defaultLayer->setSourceRegion(Rectangle(0,0,this->resolutionWidth,this->resolutionHeight));
- this->m_pScene->getCurrentRenderOrder().push_back(defaultLayer);
+ this->m_pScene->getCurrentRenderOrder(0).push_back(defaultLayer);
}
LOG_INFO("X11WindowSystem", "Enter render loop");