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
*/
- void Animate( BufferIndex bufferIndex, float elapsedSeconds );
+ bool 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