#include <limits>
#include <stack>
#include <dali/public-api/actors/image-actor.h>
-#include <dali/devel-api/actors/mesh-actor.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
-#include <dali/devel-api/geometry/mesh.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/devel-api/object/type-registry-helper.h>
#include <dali/devel-api/scripting/scripting.h>
/**
* Creates a white coloured Mesh.
*/
-Mesh CreateMesh()
+Vector3 CreateMesh()
{
Vector3 white( Color::WHITE );
-
+ /*
MeshData meshData;
// Create vertices with a white color (actual color is set by actor color)
meshData.SetVertices( vertices );
meshData.SetFaceIndices( faces );
meshData.SetHasColor( true );
-
- return Mesh::New( meshData );
+ */
+ return white;
+ //return Mesh::New( meshData );
}
/**
// Just set the actor color
background.actor.SetColor( color );
}
+ /*
else
{
// Create Mesh Actor
Self().Insert( 0, meshActor );
mImpl->mAddRemoveBackgroundChild = false;
}
+ */
background.color = color;
}
background.actor.Reset();
}
+ /*
ImageActor imageActor = ImageActor::New( image );
SetupBackgroundActor( imageActor, background.color );
// use insert to guarantee its the first child (so that OVERLAY mode works)
Self().Insert( 0, imageActor );
mImpl->mAddRemoveBackgroundChild = false;
+ */
}
void Control::ClearBackground()