void SetRenderingBehavior( DevelStage::Rendering renderingBehavior );
/**
- * Request to render the current frame
- * @note This is a temporary workaround (to be removed in the future) to request the rendering of
- * the current frame if the color or visibility of any actor is updated. It MUST NOT be used
- * for any other purposes.
- */
- void RequestRendering();
-
- /**
* Sets the depths of all layers.
* @param layers The layers in depth order.
* @param[in] rootLayer The root layer of the sorted layers.
* Perform animation updates
* @param[in] bufferIndex to use
* @param[in] elapsedSeconds time since last frame
- * @return true if at least one animations is currently active or false otherwise
*/
- bool Animate( BufferIndex bufferIndex, float elapsedSeconds );
+ void Animate( BufferIndex bufferIndex, float elapsedSeconds );
/**
* Applies constraints to CustomObjects
new (slot) LocalType( &manager, &UpdateManager::SetRenderingBehavior, renderingBehavior );
}
-inline void RequestRenderingMessage( UpdateManager& manager )
-{
- using LocalType = Message<UpdateManager>;
-
- // Reserve some memory inside the message queue
- uint32_t* slot = manager.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &manager, &UpdateManager::RequestRendering );
-}
-
/**
* Create a message for setting the depth of a layer
* @param[in] manager The update manager