GetImplementation( window ).SetPositionSize( positionSize );
}
+Dali::RenderTaskList GetRenderTaskList( Window window )
+{
+ return GetImplementation( window ).GetRenderTaskList();
+}
+
Window Get( Actor actor )
{
return Internal::Adaptor::Window::Get( actor );
class KeyEvent;
class TouchData;
class WheelEvent;
+class RenderTaskList;
namespace DevelWindow
{
DALI_ADAPTOR_API void SetPositionSize( Window window, PositionSize positionSize );
/**
+ * @brief Retrieves the list of render-tasks in the window.
+ *
+ * @param[in] window The window instance
+ * @return A valid handle to a RenderTaskList
+ */
+Dali::RenderTaskList GetRenderTaskList( Window window );
+
+/**
* @brief Retrieve the window that the given actor is added to.
*
* @param[in] actor The actor
// EXTERNAL HEADERS
#include <dali/integration-api/core.h>
-#include <dali/integration-api/render-task-list-integ.h>
#include <dali/public-api/actors/actor.h>
#include <dali/public-api/actors/layer.h>
#include <dali/public-api/actors/camera-actor.h>
return mScene.GetLayer( depth );
}
+Dali::RenderTaskList Window::GetRenderTaskList() const
+{
+ return mScene.GetRenderTaskList();
+}
+
void Window::AddAvailableOrientation( Dali::Window::WindowOrientation orientation )
{
bool found = false;
Dali::Layer GetLayer( uint32_t depth ) const;
/**
+ * @copydoc Dali::DevelWindow::GetRenderTaskList()
+ */
+ Dali::RenderTaskList GetRenderTaskList() const;
+
+ /**
* @copydoc Dali::Window::AddAvailableOrientation()
*/
void AddAvailableOrientation(Dali::Window::WindowOrientation orientation);
{
mRenderNotification->Trigger();
}
+
+ if ( eglImpl.IsSurfacelessContextSupported() )
+ {
+ // Switch to the shared context after rendering this surface
+ eglImpl.MakeContextCurrent( EGL_NO_SURFACE, eglImpl.GetContext() );
+ }
}
}