void SetDepthFunction( DepthFunction::Type depthFunction );
/**
- * Called when an actor with this renderer is added to the stage
- */
- void OnStageConnect();
-
- /*
- * Called when an actor with this renderer is removed from the stage
- */
- void OnStageDisconnect();
-
- /**
* Prepare the object for rendering.
* This is called by the UpdateManager when an object is due to be rendered in the current frame.
* @param[in] updateBufferIndex The current update buffer index.
Opacity GetOpacity( BufferIndex updateBufferIndex, const Node& node ) const;
/**
- * Query whether the renderer is currently in use by an actor on the stage
- */
- bool IsReferenced() const
- {
- return mReferenceCount > 0;
- }
-
- /**
* Called by the TextureSet to notify to the renderer that it has changed
*/
void TextureSetChanged();
size_t mIndexedDrawFirstElement; ///< first element index to be drawn using indexed draw
size_t mIndexedDrawElementsCount; ///< number of elements to be drawn using indexed draw
unsigned int mBlendBitmask; ///< The bitmask of blending options
- unsigned int mReferenceCount; ///< Number of nodes currently using this renderer
unsigned int mRegenerateUniformMap; ///< 2 if the map should be regenerated, 1 if it should be copied.
unsigned short mResendFlag; ///< Indicate whether data should be resent to the renderer
new (slot) LocalType( &renderer, &Renderer::SetDepthFunction, depthFunction );
}
-inline void OnStageConnectMessage( EventThreadServices& eventThreadServices, const Renderer& renderer )
-{
- typedef Message< Renderer > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::OnStageConnect );
-}
-
-inline void OnStageDisconnectMessage( EventThreadServices& eventThreadServices, const Renderer& renderer )
-{
- typedef Message< Renderer > LocalType;
-
- // Reserve some memory inside the message queue
- unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
-
- // Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &renderer, &Renderer::OnStageDisconnect );
-}
-
} // namespace SceneGraph
} // namespace Internal
} // namespace Dali