* | new cache
* | cache->LoadBatch()
* |
- * | DoSetOnStage()
+ * | DoSetOnScene()
* | PrepareTextureSet()
* | cache->FirstFrame()
* | CreateRenderer() (Doesn't become ready until first frame loads)
}
case DevelAnimatedImageVisual::Action::PLAY:
{
- if( mFrameDelayTimer && IsOnStage() && mActionStatus != DevelAnimatedImageVisual::Action::PLAY )
+ if( mFrameDelayTimer && IsOnScene() && mActionStatus != DevelAnimatedImageVisual::Action::PLAY )
{
mFrameDelayTimer.Start();
}
// STOP reset functionality will actually be done in a future change
// Stop will be executed on next timer tick
mActionStatus = DevelAnimatedImageVisual::Action::STOP;
- if( IsOnStage() )
+ if( IsOnScene() )
{
DisplayNextFrame();
}
{
mIsJumpTo = true;
mCurrentFrameIndex = frameNumber;
- if( IsOnStage() )
+ if( IsOnScene() )
{
DisplayNextFrame();
}
}
}
-void AnimatedImageVisual::DoSetOnStage( Actor& actor )
+void AnimatedImageVisual::DoSetOnScene( Actor& actor )
{
mPlacementActor = actor;
TextureSet textureSet = PrepareTextureSet();
}
}
-void AnimatedImageVisual::DoSetOffStage( Actor& actor )
+void AnimatedImageVisual::DoSetOffScene( Actor& actor )
{
DALI_ASSERT_DEBUG( (bool)mImpl->mRenderer && "There should always be a renderer whilst on stage");