}
//Adding VisibilityChange Signal.
- Dali::DevelActor::VisibilityChangedSignal(self).Connect(this, &GlView::OnControlVisibilityChanged);
+ self.InheritedVisibilityChangedSignal().Connect(this, &GlView::OnControlInheritedVisibilityChanged);
}
void GlView::OnSizeSet(const Vector3& targetSize)
return Shader::New(SHADER_GL_VIEW_VERT, fragmentShader, Shader::Hint::NONE, "GL_VIEW");
}
-void GlView::OnControlVisibilityChanged(Dali::Actor actor, bool visible, Dali::DevelActor::VisibilityChange::Type type)
+void GlView::OnControlInheritedVisibilityChanged(Dali::Actor actor, bool visible)
{
Actor self = Self();
- if(self.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
+ if(mRenderThread)
{
- if(mRenderThread)
+ if(visible && DevelWindow::Get(self).IsVisible())
+ {
+ mRenderThread->Resume();
+ }
+ else
{
- if(visible && DevelWindow::Get(self).IsVisible())
- {
- mRenderThread->Resume();
- }
- else
- {
- mRenderThread->Pause();
- }
+ mRenderThread->Pause();
}
}
}
if(window)
{
+ mPlacementWindow = window;
DevelWindow::VisibilityChangedSignal(window).Connect(this, &GlView::OnWindowVisibilityChanged);
}
-
- if(mRenderThread)
- {
- if(self.GetProperty<bool>(Actor::Property::VISIBLE) && window.IsVisible())
- {
- mRenderThread->Resume();
- }
- }
}
void GlView::OnSceneDisconnection()
{
Control::OnSceneDisconnection();
- if(mRenderThread)
+ Window window = mPlacementWindow.GetHandle();
+ if(window)
{
- mRenderThread->Pause();
+ DevelWindow::VisibilityChangedSignal(window).Disconnect(this, &GlView::OnWindowVisibilityChanged);
+ mPlacementWindow.Reset();
}
}