}
}
-void SvgVisual::DoSetOnStage( Actor& actor )
+void SvgVisual::DoSetOnScene( Actor& actor )
{
Shader shader;
if( !mImpl->mCustomShader )
ResourceReady( Toolkit::Visual::ResourceStatus::READY );
}
-void SvgVisual::DoSetOffStage( Actor& actor )
+void SvgVisual::DoSetOffScene( Actor& actor )
{
mFactoryCache.GetSVGRasterizationThread()->RemoveTask( this );
mParsedImage = parsedSvg;
}
- if( mParsedImage && IsOnStage() )
+ if( mParsedImage && IsOnScene() )
{
TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
{
Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
- if( IsOnStage() )
+ if( IsOnScene() )
{
if( visualSize != mVisualSize )
{