/*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
Vector3 worldPosition = RetrieveCalculatedWorldPosition(actor, worldTransformMatrix);
Vector3 actorSize = CalculateScaledActorSize(actor, worldTransformMatrix);
- auto sceneSize = actor.GetScene().GetSize();
+ const auto& sceneSize = actor.GetScene().GetSize();
Vector2 screenPositionTopLeft = CalculateActorTopLeftScreenPosition(sceneSize, actorSize, worldPosition);
Vector2 anchorPointOffSet = (actorSize * actor.GetAnchorPointForPosition()).GetVectorXY();
Vector3 worldPosition = CalculateCurrentWorldPosition(actor, bufferIndex);
Vector3 actorSize = CalculateCurrentScaledActorSize(actor, bufferIndex);
- auto sceneSize = actor.GetScene().GetCurrentSurfaceRect(); // Use the update object's size
+ const auto& sceneSize = actor.GetScene().GetCurrentSurfaceRect(); // Use the update object's size
Vector2 screenPositionTopLeft = CalculateActorTopLeftScreenPosition(sceneSize, actorSize, worldPosition);
Vector2 anchorPointOffSet = (actorSize * actor.GetAnchorPointForPosition()).GetVectorXY();
Vector3 worldPosition = RetrieveCalculatedWorldPosition(actor, worldTransformMatrix);
Vector3 actorSize = CalculateScaledActorSize(actor, worldTransformMatrix);
- auto sceneSize = actor.GetScene().GetSize();
+ const auto& sceneSize = actor.GetScene().GetSize();
position2 = CalculateActorTopLeftScreenPosition(sceneSize, actorSize, worldPosition);
size2 = Vector2(actorSize.width, actorSize.height);
Vector3 worldPosition = CalculateCurrentWorldPosition(actor, bufferIndex);
Vector3 actorSize = CalculateCurrentScaledActorSize(actor, bufferIndex);
- auto sceneSize = actor.GetScene().GetCurrentSurfaceRect(); // Use the update object's size
+ const auto& sceneSize = actor.GetScene().GetCurrentSurfaceRect(); // Use the update object's size
position2 = CalculateActorTopLeftScreenPosition(sceneSize, actorSize, worldPosition);
size2 = Vector2(actorSize.width, actorSize.height);
Vector2 result;
if(actor.OnScene())
{
- auto worldMatrix = Dali::Internal::CalculateActorWorldTransform(actor);
+ auto worldMatrix = Dali::Internal::CalculateActorWorldTransform(actor);
const auto& renderTaskList = actor.GetScene().GetRenderTaskList();
ConvertLocalToScreenRenderTaskList(renderTaskList, actor, worldMatrix, actor.GetTargetSize() * (actor.GetAnchorPointForPosition() - Vector3(0.5f, 0.5f, 0.5f)), result.x, result.y);
Vector2 result;
if(actor.OnScene())
{
- const auto& node = actor.GetNode();
- const auto& worldMatrix = node.GetWorldMatrix(bufferIndex);
+ const auto& node = actor.GetNode();
+ const auto& worldMatrix = node.GetWorldMatrix(bufferIndex);
const auto& renderTaskList = actor.GetScene().GetRenderTaskList();
ConvertLocalToScreenRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex) * (actor.GetAnchorPointForPosition() - Vector3(0.5f, 0.5f, 0.5f)), result.x, result.y);
if(actor.OnScene())
{
- const auto& node = actor.GetNode();
- const auto& worldMatrix = node.GetWorldMatrix(bufferIndex);
+ const auto& node = actor.GetNode();
+ const auto& worldMatrix = node.GetWorldMatrix(bufferIndex);
const auto& renderTaskList = actor.GetScene().GetRenderTaskList();
ConvertLocalToScreenExtentRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex), result);