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 )
{
} // unnamed namespace
+HitTestInterface::~HitTestInterface()
+{
+}
+
bool HitTest( Stage& stage, const Vector2& screenCoordinates, Dali::HitTestAlgorithm::Results& results, Dali::HitTestAlgorithm::HitTestFunction func )
{
bool wasHit( false );