pLayer->addSurface(pSurface);
- m_pScene->getCurrentRenderOrder().push_back(pLayer);
+ m_pScene->getCurrentRenderOrder(0).push_back(pLayer);
return pLayer;
}
pLayer->addSurface(pSurface);
- m_pScene->getCurrentRenderOrder().push_back(pLayer);
+ m_pScene->getCurrentRenderOrder(0).push_back(pLayer);
return pLayer;
}
createComplexScene(m_pScene);
- LayerList& ll = m_pScene->getCurrentRenderOrder();
+ LayerList& ll = m_pScene->getCurrentRenderOrder(0);
EXPECT_EQ(ll.size(), (uint)2);
// top layer to be rendered is LAY2
// TODO: how to test? return by typically reference can't be invalid.
/// get render order
- LayerList& llist = m_pScene->getCurrentRenderOrder();
+ LayerList& llist = m_pScene->getCurrentRenderOrder(0);
/// make sure, list of layers is returned
ASSERT_TRUE(&llist);
ASSERT_FALSE(m_pScene->isLayerInCurrentRenderOrder(layerId1));
/// add layer to render order
- LayerList& llist = m_pScene->getCurrentRenderOrder();
+ LayerList& llist = m_pScene->getCurrentRenderOrder(0);
llist.push_back(l1);
/// make sure, layer is in render order