CameraActor::CameraActor( const SceneGraph::Node& node )
: Actor( Actor::BASIC, node ),
- mSceneObject( NULL ),
+ mSceneObject( nullptr ),
mTarget( SceneGraph::Camera::DEFAULT_TARGET_POSITION ),
mType( SceneGraph::Camera::DEFAULT_TYPE ),
mProjectionMode( SceneGraph::Camera::DEFAULT_MODE ),
AddCameraMessage( GetEventThreadServices().GetUpdateManager(), sceneGraphCameraOwner );
}
-void CameraActor::OnStageConnectionInternal()
+void CameraActor::OnSceneConnectionInternal()
{
// If the canvas size has not been set, then use the size of the scene we've been added to to set up the perspective projection
if( ( mCanvasSize.width < Math::MACHINE_EPSILON_1000 ) || ( mCanvasSize.height < Math::MACHINE_EPSILON_1000 ) )
if( ( size.width < Math::MACHINE_EPSILON_1000 ) || ( size.height < Math::MACHINE_EPSILON_1000 ) )
{
// If the size given is invalid, i.e. ZERO, then check if we've been added to a scene
- if( OnStage() )
+ if( OnScene() )
{
// We've been added to a scene already, set the canvas size to the scene's size
mCanvasSize = GetScene().GetSize();
const Matrix& CameraActor::GetViewMatrix() const
{
- if ( OnStage() )
+ if ( OnScene() )
{
return mSceneObject->GetViewMatrix( GetEventThreadServices().GetEventBufferIndex() );
}
const Matrix& CameraActor::GetProjectionMatrix() const
{
- if ( OnStage() )
+ if ( OnScene() )
{
return mSceneObject->GetProjectionMatrix( GetEventThreadServices().GetEventBufferIndex() );
}
const PropertyInputImpl* CameraActor::GetSceneObjectInputProperty( Property::Index index ) const
{
- const PropertyInputImpl* property( NULL );
+ const PropertyInputImpl* property( nullptr );
switch( index )
{