{
/**
- * @brief TREE_DEPTH_MULTIPLIER is used by the rendering sorting algorithm to decide which actors to render first.
+ * @brief ACTOR_DEPTH_MULTIPLIER is used by the rendering sorting algorithm to decide which actors to render first.
* @SINCE_1_0.0
*/
- enum TreeDepthMultiplier
+ enum ActorDepthMultiplier
{
- TREE_DEPTH_MULTIPLIER = 1000000,
+ ACTOR_DEPTH_MULTIPLIER = 1000000,
};
/**
unsigned int GetDepthIndex( uint16_t depth, uint16_t siblingOrder )
{
- return depth * Dali::DevelLayer::TREE_DEPTH_MULTIPLIER + siblingOrder * Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER;
+ return depth * Dali::DevelLayer::ACTOR_DEPTH_MULTIPLIER + siblingOrder * Dali::DevelLayer::SIBLING_ORDER_MULTIPLIER;
}
} // unnamed namespace
return mClippingMode;
}
+unsigned int Actor::GetSortingDepth()
+{
+ return GetDepthIndex( mDepth, mSiblingOrder );
+}
+
const Vector4& Actor::GetCurrentWorldColor() const
{
if( NULL != mNode )
/**
* @copydoc Dali::Actor::GetHierarchyDepth()
*/
- int GetHierarchyDepth() const
+ inline int GetHierarchyDepth() const
{
if( mIsOnStage )
{
return -1;
}
+ /**
+ * Get the actor's sorting depth (The hierarchy depth combined with
+ * the sibling order)
+ *
+ * @return The depth used for hit-testing and renderer sorting
+ */
+ unsigned int GetSortingDepth();
+
public:
// Size negotiation virtual functions
hit.actor = &actor;
hit.hitPosition = hitPointLocal;
hit.distance = distance;
- hit.depth = actor.GetHierarchyDepth() * Dali::Layer::TREE_DEPTH_MULTIPLIER;
+ hit.depth = actor.GetSortingDepth() ;
if( actor.GetRendererCount() > 0 )
{
};
/**
+ * @DEPRECATED_1_2.26. Not intended for application use.
+ *
* @brief TREE_DEPTH_MULTIPLIER is used by the rendering sorting algorithm to decide which actors to render first.
* @SINCE_1_0.0
*/
{
TREE_DEPTH_MULTIPLIER = 10000,
};
+
/**
* @brief The sort function type
*