/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
worldPosition -= cameraPosition;
Vector3 actorSize = node.GetSize(bufferIndex) * node.GetWorldScale(bufferIndex);
- auto sceneSize = scene.GetCurrentSurfaceRect(); // Use the update object's size
+ auto sceneSize = scene.GetCurrentSurfaceRect(); // Use the update object's size
Vector2 halfSceneSize(sceneSize.width * 0.5f, sceneSize.height * 0.5f); // World position origin is center of scene
Vector3 halfActorSize(actorSize * 0.5f);
Vector3 anchorPointOffSet = halfActorSize - actorSize * actor.GetAnchorPointForPosition();
return {position.x, position.y, size.x, size.y};
}
-bool ConvertLocalToScreen(
- const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- const Matrix& worldMatrix,
- const Rect<>& viewportExtent,
- const Vector3& localPosition,
- float& screenX,
- float& screenY)
-{
- bool success = false;
-
- // Convert local to projection coordinates
- // note, P*(V*(M*pos))) is faster than (P*V*M)*pos
- Vector4 mvpPos(localPosition.x, localPosition.y, localPosition.z, 1.0f);
-
- mvpPos = worldMatrix * mvpPos;
- mvpPos = viewMatrix * mvpPos;
- mvpPos = projectionMatrix * mvpPos;
-
- if(DALI_LIKELY(!EqualsZero(mvpPos.w)))
- {
- success = true;
- screenX = viewportExtent.x + (mvpPos.x + mvpPos.w) * viewportExtent.width * 0.5f / mvpPos.w;
- screenY = viewportExtent.y + (-mvpPos.y + mvpPos.w) * viewportExtent.height * 0.5f / mvpPos.w;
- }
- return success;
-}
-
-bool ConvertLocalToScreenRenderTask(
- const RenderTask& renderTask,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& localPosition,
- float& screenX,
- float& screenY)
-{
- bool success = false;
- const Actor* sourceActor = renderTask.GetSourceActor();
- if(sourceActor == nullptr)
- {
- return success;
- }
-
- // Check whether current actor is in this rendertask.
- bool actorInRendertask = false;
- const Actor* targetActor = &actor;
- while(targetActor)
- {
- if(sourceActor == targetActor)
- {
- actorInRendertask = true;
- break;
- }
- targetActor = targetActor->GetParent();
- }
- if(!actorInRendertask)
- {
- return success;
- }
-
- CameraActor* camera = renderTask.GetCameraActor();
- if(camera)
- {
- Rect<float> viewportExtent = {0.f, 0.f, 0.f, 0.f};
- if(renderTask.GetFrameBuffer())
- {
- Dali::Actor mappingActor = renderTask.GetScreenToFrameBufferMappingActor();
- if(mappingActor)
- {
- // NOTE : We will assume that mapping actor always use default camera.
- Vector2 screenPosition = mappingActor.GetProperty<Vector2>(Dali::Actor::Property::SCREEN_POSITION);
- Vector3 size = mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) * mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::WORLD_SCALE);
- Vector3 anchorPointOffSet = size * GetImplementation(mappingActor).GetAnchorPointForPosition();
- Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
- viewportExtent.x = position.x;
- viewportExtent.y = position.y;
- viewportExtent.width = size.x;
- viewportExtent.height = size.y;
- }
- else
- {
- return success;
- }
- }
- else
- {
- Viewport viewport;
- renderTask.GetViewport(viewport);
- viewportExtent.x = viewport.x;
- viewportExtent.y = viewport.y;
- viewportExtent.width = viewport.width;
- viewportExtent.height = viewport.height;
- }
-
- if(ConvertLocalToScreen(camera->GetViewMatrix(), camera->GetProjectionMatrix(), worldMatrix, viewportExtent, localPosition, screenX, screenY))
- {
- success = true;
- }
- }
- return success;
-}
-
-bool ConvertLocalToScreenRenderTaskList(
- const RenderTaskList& renderTaskList,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& localPosition,
- float& screenX,
- float& screenY)
-{
- // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
- uint32_t taskCount = renderTaskList.GetTaskCount();
- for(uint32_t i = taskCount; i > 0; --i)
- {
- RenderTaskPtr task = renderTaskList.GetTask(i - 1);
- if(ConvertLocalToScreenRenderTask(*task, actor, worldMatrix, localPosition, screenX, screenY))
- {
- // found a task where this conversion was ok so return
- return true;
- }
- }
- return false;
-}
-
-const Vector2 CalculateActorScreenPositionRenderTaskList(const Actor& actor, BufferIndex bufferIndex)
-{
- if(actor.OnScene())
- {
- const auto& node = actor.GetNode();
- Scene& scene = actor.GetScene();
-
- Vector2 result;
-
- auto worldMatrix = node.GetWorldMatrix(bufferIndex);
- const auto& renderTaskList = scene.GetRenderTaskList();
- ConvertLocalToScreenRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex) * (actor.GetAnchorPointForPosition() - Vector3(0.5f, 0.5f, 0.5f)), result.x, result.y);
-
- return result;
- }
- return Vector2::ZERO;
-}
-
-bool ConvertLocalToScreenExtentRenderTask(
- const RenderTask& renderTask,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& currentSize,
- Rect<>& screenExtent)
-{
- bool success = false;
- const Actor* sourceActor = renderTask.GetSourceActor();
- if(sourceActor == nullptr)
- {
- return success;
- }
-
- // Check whether current actor is in this rendertask.
- bool actorInRendertask = false;
- const Actor* targetActor = &actor;
- while(targetActor)
- {
- if(sourceActor == targetActor)
- {
- actorInRendertask = true;
- break;
- }
- targetActor = targetActor->GetParent();
- }
- if(!actorInRendertask)
- {
- return success;
- }
-
- CameraActor* camera = renderTask.GetCameraActor();
- if(camera)
- {
- Rect<float> viewportExtent = {0.f, 0.f, 0.f, 0.f};
- if(renderTask.GetFrameBuffer())
- {
- Dali::Actor mappingActor = renderTask.GetScreenToFrameBufferMappingActor();
- if(mappingActor)
- {
- // NOTE : We will assume that mapping actor always use default camera.
- Vector2 screenPosition = mappingActor.GetProperty<Vector2>(Dali::Actor::Property::SCREEN_POSITION);
- Vector3 size = mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::SIZE) * mappingActor.GetCurrentProperty<Vector3>(Dali::Actor::Property::WORLD_SCALE);
- Vector3 anchorPointOffSet = size * GetImplementation(mappingActor).GetAnchorPointForPosition();
- Vector2 position = Vector2(screenPosition.x - anchorPointOffSet.x, screenPosition.y - anchorPointOffSet.y);
- viewportExtent.x = position.x;
- viewportExtent.y = position.y;
- viewportExtent.width = size.x;
- viewportExtent.height = size.y;
- }
- else
- {
- return success;
- }
- }
- else
- {
- Viewport viewport;
- renderTask.GetViewport(viewport);
- viewportExtent.x = viewport.x;
- viewportExtent.y = viewport.y;
- viewportExtent.width = viewport.width;
- viewportExtent.height = viewport.height;
- }
-
- constexpr uint32_t BOX_POINT_COUNT = 8;
- const Vector3 BBOffset[BOX_POINT_COUNT] = {
- Vector3(-currentSize.width * 0.5f, -currentSize.height * 0.5f, -currentSize.depth * 0.5f),
- Vector3(-currentSize.width * 0.5f, currentSize.height * 0.5f, -currentSize.depth * 0.5f),
- Vector3(currentSize.width * 0.5f, -currentSize.height * 0.5f, -currentSize.depth * 0.5f),
- Vector3(currentSize.width * 0.5f, currentSize.height * 0.5f, -currentSize.depth * 0.5f),
- Vector3(-currentSize.width * 0.5f, -currentSize.height * 0.5f, currentSize.depth * 0.5f),
- Vector3(-currentSize.width * 0.5f, currentSize.height * 0.5f, currentSize.depth * 0.5f),
- Vector3(currentSize.width * 0.5f, -currentSize.height * 0.5f, currentSize.depth * 0.5f),
- Vector3(currentSize.width * 0.5f, currentSize.height * 0.5f, currentSize.depth * 0.5f),
- };
-
- float minScreenX;
- float minScreenY;
- float maxScreenX;
- float maxScreenY;
-
- const auto& viewMatrix = camera->GetViewMatrix();
- const auto& projectionMatrix = camera->GetProjectionMatrix();
-
- success = ConvertLocalToScreen(viewMatrix, projectionMatrix, worldMatrix, viewportExtent, BBOffset[0], minScreenX, minScreenY);
- if(success)
- {
- maxScreenX = minScreenX;
- maxScreenY = minScreenY;
- for(uint32_t i = 1; i < BOX_POINT_COUNT; ++i)
- {
- float screenX;
- float screenY;
- Vector3 localPosition = BBOffset[i];
- if(DALI_UNLIKELY(!ConvertLocalToScreen(viewMatrix, projectionMatrix, worldMatrix, viewportExtent, localPosition, screenX, screenY)))
- {
- success = false;
- break;
- }
- minScreenX = std::min(minScreenX, screenX);
- maxScreenX = std::max(maxScreenX, screenX);
- minScreenY = std::min(minScreenY, screenY);
- maxScreenY = std::max(maxScreenY, screenY);
- }
- if(success)
- {
- screenExtent.x = minScreenX;
- screenExtent.y = minScreenY;
- screenExtent.width = maxScreenX - minScreenX;
- screenExtent.height = maxScreenY - minScreenY;
- }
- }
- }
- return success;
-}
-
-bool ConvertLocalToScreenExtentRenderTaskList(
- const RenderTaskList& renderTaskList,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& currentSize,
- Rect<>& screenExtent)
-{
- // do a reverse traversal of all lists (as the default onscreen one is typically the last one)
- uint32_t taskCount = renderTaskList.GetTaskCount();
- for(uint32_t i = taskCount; i > 0; --i)
- {
- RenderTaskPtr task = renderTaskList.GetTask(i - 1);
- if(ConvertLocalToScreenExtentRenderTask(*task, actor, worldMatrix, currentSize, screenExtent))
- {
- // found a task where this conversion was ok so return
- return true;
- }
- }
- return false;
-}
-
-Rect<> CalculateActorScreenExtentsRenderTaskList(const Actor& actor, BufferIndex bufferIndex)
-{
- Rect<> result = {0.0f, 0.0f, 0.0f, 0.0f};
-
- if(actor.OnScene())
- {
- const auto& node = actor.GetNode();
- Scene& scene = actor.GetScene();
-
- auto worldMatrix = node.GetWorldMatrix(bufferIndex);
- const auto& renderTaskList = scene.GetRenderTaskList();
- ConvertLocalToScreenExtentRenderTaskList(renderTaskList, actor, worldMatrix, node.GetSize(bufferIndex), result);
- }
- return result;
-}
-
} // namespace Dali::Internal
#define DALI_INTERNAL_EVENT_ACTORS_ACTOR_COORDS_H
/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* @param[in] viewMatrix The view matrix used to display this entity
* @param[in] projectionMatrix The projection matrix used to display this entity
* @param[in] worldMatrix The world matrix of this entity
- * @param[in] currentSize The 2d bounding box for this entity
* @param[in] viewport The viewport used for drawing
+ * @param[in] currentSize The 2d bounding box for this entity
* @param[out] localX The local X coordinate
* @param[out] localY The local Y coordinate
* @param[in] screenX The screen X coordinate
*/
Rect<> CalculateActorScreenExtents(const Actor& actor, const Vector2& screenPosition, BufferIndex bufferIndex);
-/**
- * Convert local coordinates to screen coordinates
- *
- * @param[in] viewMatrix The view matrix used to display this entity
- * @param[in] projectionMatrix The projection matrix used to display this entity
- * @param[in] worldMatrix The world matrix of this entity
- * @param[in] viewport The viewport used for drawing
- * @param[in] localPosition The local position
- * @param[out] screenX The screen X coordinate
- * @param[out] screenY The screen Y coordinate
- * @return true if the conversion was successful
- */
-bool ConvertLocalToScreen(const Matrix& viewMatrix,
- const Matrix& projectionMatrix,
- const Matrix& worldMatrix,
- const Viewport& viewport,
- const Vector3& localPosition,
- float& screenX,
- float& screenY);
-
-/**
- * Convert local coordinates to screen coordinates
- *
- * @param[in] renderTask The render task used to display this entity
- * @param[in] actor The actor of this entity
- * @param[in] worldMatrix The world matrix of this entity
- * @param[in] localPosition The local position
- * @param[out] screenX The screen X coordinate
- * @param[out] screenY The screen Y coordinate
- * @return true if the conversion was successful
- */
-bool ConvertLocalToScreenRenderTask(
- const RenderTask& renderTask,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& localPosition,
- float& screenX,
- float& screenY);
-
-/**
- * Convert local coordinates to screen coordinates
- * Search through the given renderTaskList to check if this entity can be converted
- *
- * @param[in] renderTaskList The render task list to search
- * @param[in] actor The actor of this entity
- * @param[in] worldMatrix The world matrix of this entity
- * @param[in] localPosition The local position
- * @param[out] screenX The screen X coordinate
- * @param[out] screenY The screen Y coordinate
- * @return true if the conversion was successful
- */
-bool ConvertLocalToScreenRenderTaskList(
- const RenderTaskList& renderTaskList,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& localPosition,
- float& screenX,
- float& screenY);
-
-/**
- * Calculate the screen position of the actor from it's node transform and anchor point.
- * It will consider rendertasklist.
- *
- * @param[in] actor The actor
- * @param[in] bufferIndex The current event buffer index
- * @return the screen extents of the actor consider camera.
- */
-const Vector2 CalculateActorScreenPositionRenderTaskList(const Actor& actor, BufferIndex bufferIndex);
-
-/**
- * Convert local coordinates to screen coordinates extent
- *
- * @param[in] renderTask The render task used to display this entity
- * @param[in] actor The actor of this entity
- * @param[in] worldMatrix The world matrix of this entity
- * @param[in] localPosition The local position
- * @param[out] screenExtent The screen Extent
- * @return true if the conversion was successful
- */
-bool ConvertLocalToScreenExtentRenderTask(
- const RenderTask& renderTask,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& currentSize,
- Rect<>& screenExtent);
-
-/**
- * Convert local coordinates to screen coordinates extent
- * Search through the given renderTaskList to check if this entity can be converted
- *
- * @param[in] renderTaskList The render task list to search
- * @param[in] actor The actor of this entity
- * @param[in] worldMatrix The world matrix of this entity
- * @param[in] localPosition The local position
- * @param[out] screenExtent The screen Extent
- * @return true if the conversion was successful
- */
-bool ConvertLocalToScreenExtentRenderTaskList(
- const RenderTaskList& renderTaskList,
- const Actor& actor,
- const Matrix& worldMatrix,
- const Vector3& currentSize,
- Rect<>& screenExtent);
-/**
- * Calculate the screen extents of the actor from its node transform, anchor point and size.
- * It will consider rendertasklist.
- *
- * @param[in] actor The actor
- * @param[in] bufferIndex The current event buffer index
- * @return the screen extents of the actor consider camera.
- */
-Rect<> CalculateActorScreenExtentsRenderTaskList(const Actor& actor, BufferIndex bufferIndex);
-
} // namespace Dali::Internal
#endif // DALI_INTERNAL_EVENT_ACTORS_ACTOR_COORDS_H
if(mScene)
{
BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
- if(mLayer3DParentsCount == 0)
- {
- // We can assume that this actor is under 2d layer. Use faster, but imprecise algorithm
- return CalculateActorScreenPosition(*this, bufferIndex);
- }
- else
- {
- return CalculateActorScreenPositionRenderTaskList(*this, bufferIndex);
- }
+ return CalculateActorScreenPosition(*this, bufferIndex);
}
return Vector2::ZERO;
}
mParentImpl.UnparentChildren();
}
-void Actor::ConnectToScene(uint32_t parentDepth, uint32_t layer3DParentsCount, bool notify)
+void Actor::ConnectToScene(uint32_t parentDepth, bool notify)
{
// This container is used instead of walking the Actor hierarchy.
// It protects us when the Actor hierarchy is modified during OnSceneConnectionExternal callbacks.
}
// This stage is not interrupted by user callbacks.
- mParentImpl.RecursiveConnectToScene(connectionList, layer3DParentsCount, parentDepth + 1);
+ mParentImpl.RecursiveConnectToScene(connectionList, parentDepth + 1);
// Notify applications about the newly connected actors.
for(const auto& actor : connectionList)
parentActor->OnScene())
{
// Instruct each actor to create a corresponding node in the scene graph
- ConnectToScene(parentActor->GetHierarchyDepth(), parentActor->GetLayer3DParentCount(), notify);
+ ConnectToScene(parentActor->GetHierarchyDepth(), notify);
}
// Resolve the name and index for the child properties if any
Rect<> Actor::CalculateScreenExtents() const
{
- if(mLayer3DParentsCount == 0)
- {
- // We can assume that this actor is under 2d layer. Use faster, but imprecise algorithm
- auto screenPosition = GetCurrentScreenPosition();
- BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
- return CalculateActorScreenExtents(*this, screenPosition, bufferIndex);
- }
- else
- {
- BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
- return CalculateActorScreenExtentsRenderTaskList(*this, bufferIndex);
- }
+ auto screenPosition = GetCurrentScreenPosition();
+ BufferIndex bufferIndex = GetEventThreadServices().GetEventBufferIndex();
+ return CalculateActorScreenExtents(*this, screenPosition, bufferIndex);
}
Vector3 Actor::GetAnchorPointForPosition() const
}
/**
- * @brief Get the number of layer with 3D behaviour in ancestors include this. It will be 0 if actor is not on scene.
- *
- * @return currently the number of layer with 3D behaviour in ancestors.
- */
- inline int32_t GetLayer3DParentCount() const
- {
- if(mIsOnScene)
- {
- return mLayer3DParentsCount;
- }
-
- return 0;
- }
-
- /**
* Get the actor's sorting depth
*
* @return The depth used for hit-testing and renderer sorting
/**
* Called on a child during Add() when the parent actor is connected to the Scene.
* @param[in] parentDepth The depth of the parent in the hierarchy.
- * @param[in] layer3DParentsCount The number of 3d layers in the hierarchy.
* @param[in] notify Emits notification if set to true.
*/
- void ConnectToScene(uint32_t parentDepth, uint32_t layer3DParentsCount, bool notify);
+ void ConnectToScene(uint32_t parentDepth, bool notify);
/**
* Connect the Node associated with this Actor to the scene-graph.
uint32_t mSortedDepth; ///< The sorted depth index. A combination of tree traversal and sibling order.
int16_t mDepth; ///< The depth in the hierarchy of the actor. Only 32,767 levels of depth are supported
- int16_t mLayer3DParentsCount; ///< The number of layer with 3D behaviour in ancestors include this. It will be 0 if actor is not on scene.
-
const bool mIsRoot : 1; ///< Flag to identify the root actor
const bool mIsLayer : 1; ///< Flag to identify that this is a layer
bool mIsOnScene : 1; ///< Flag to identify whether the actor is on-scene
}
}
-void ActorParentImpl::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t layer3DParentsCount, uint32_t depth)
+void ActorParentImpl::RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth)
{
DALI_ASSERT_ALWAYS(!mOwner.OnScene());
- if(mOwner.mIsLayer)
- {
- if(static_cast<Dali::Internal::Layer*>(&mOwner)->GetBehavior() == Dali::Layer::Behavior::LAYER_3D)
- {
- // This is 3d layer. Propagate it to all children.
- ++layer3DParentsCount;
- }
- }
-
- mOwner.mIsOnScene = true;
- mOwner.mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
- mOwner.mLayer3DParentsCount = static_cast<uint16_t>(layer3DParentsCount); // overflow ignored, not expected in practice
+ mOwner.mIsOnScene = true;
+ mOwner.mDepth = static_cast<uint16_t>(depth); // overflow ignored, not expected in practice
mOwner.ConnectToSceneGraph();
// Notification for internal derived classes
for(const auto& actor : *mChildren)
{
actor->SetScene(*mOwner.mScene);
- actor->mParentImpl.RecursiveConnectToScene(connectionList, layer3DParentsCount, depth + 1);
+ actor->mParentImpl.RecursiveConnectToScene(connectionList, depth + 1);
}
}
}
void ActorParentImpl::RecursiveDisconnectFromScene(ActorContainer& disconnectionList)
{
// need to change state first so that internals relying on IsOnScene() inside OnSceneDisconnectionInternal() get the correct value
- mOwner.mIsOnScene = false;
- mOwner.mScene = nullptr;
- mOwner.mLayer3DParentsCount = 0;
+ mOwner.mIsOnScene = false;
+ mOwner.mScene = nullptr;
// Recursively disconnect children
if(mChildren)
mOwner.DisconnectFromSceneGraph();
}
-void ActorParentImpl::RecursiveChangeLayer3dCount(int32_t layer3DParentsCountDiff)
-{
- mOwner.mLayer3DParentsCount += layer3DParentsCountDiff; // overflow ignored, not expected in practice
-
- // Recursively change the value
- if(mChildren)
- {
- for(const auto& actor : *mChildren)
- {
- actor->mParentImpl.RecursiveChangeLayer3dCount(layer3DParentsCountDiff);
- }
- }
-}
-
void ActorParentImpl::InheritLayoutDirectionRecursively(Dali::LayoutDirection::Type direction, bool set)
{
if(mOwner.mInheritLayoutDirection || set)
#ifndef DALI_INTERNAL_ACTOR_PARENT_IMPL_H
#define DALI_INTERNAL_ACTOR_PARENT_IMPL_H
/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use actor file except in compliance with the License.
* Helper to recursively connect a tree of actors.
* This is not interrupted by user callbacks
* @param[in] depth The depth in the hierarchy of the actor
- * @param[in] layer3DParentsCount The number of 3d layers in the hierarchy.
* @param[out] connectionList On return, the list of connected actors which require notification.
*/
- void RecursiveConnectToScene(ActorContainer& connectionList, uint32_t layer3DParentsCount, uint32_t depth);
+ void RecursiveConnectToScene(ActorContainer& connectionList, uint32_t depth);
/**
* Helper to recursively disconnect a tree of actors.
void RecursiveDisconnectFromScene(ActorContainer& disconnectionList);
/**
- * Helper to recursively change the number of 3d layers in a tree of actors.
- * This is not interrupted by user callbacks.
- * @param[in] layer3DParentsCountDiff Difference valaue of 3d layers count.
- */
- void RecursiveChangeLayer3dCount(int32_t layer3DParentsCountDiff);
-
- /**
* @brief Propagates layout direction recursively.
* @param[in] direction New layout direction.
*/
/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
void Layer::SetBehavior(Dali::Layer::Behavior behavior)
{
- if(mBehavior != behavior)
- {
- mBehavior = behavior;
+ mBehavior = behavior;
- if(mIsOnScene)
- {
- // If current layer is on scene, and it's behavior changed,
- // Change the mLayer3DParentsCount value recursively.
- mParentImpl.RecursiveChangeLayer3dCount(mBehavior == Dali::Layer::LAYER_3D ? 1 : -1);
- }
-
- // Notify update side object.
- SetBehaviorMessage(GetEventThreadServices(), GetSceneGraphLayer(), behavior);
- // By default, disable depth test for LAYER_UI, and enable for LAYER_3D.
- SetDepthTestDisabled(mBehavior == Dali::Layer::LAYER_UI);
- }
+ // Notify update side object.
+ SetBehaviorMessage(GetEventThreadServices(), GetSceneGraphLayer(), behavior);
+ // By default, disable depth test for LAYER_UI, and enable for LAYER_3D.
+ SetDepthTestDisabled(mBehavior == Dali::Layer::LAYER_UI);
}
void Layer::SetClipping(bool enabled)