1 #ifndef DALI_TOOLKIT_VISUAL_PROPERTIES_H
2 #define DALI_TOOLKIT_VISUAL_PROPERTIES_H
5 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali-toolkit/public-api/toolkit-property-index-ranges.h>
31 * @addtogroup dali_toolkit_visuals
39 * @brief All the visual types.
44 BORDER, ///< Renders a solid color as an internal border to the control's quad. @SINCE_1_1.45
45 COLOR, ///< Renders a solid color to the control's quad. @SINCE_1_1.45
46 GRADIENT, ///< Renders a smooth transition of colors to the control's quad. @SINCE_1_1.45
47 IMAGE, ///< Renders an image into the control's quad. @SINCE_1_1.45
48 MESH, ///< Renders a mesh using an "obj" file, optionally with textures provided by an "mtl" file. @SINCE_1_1.45
49 PRIMITIVE, ///< Renders a simple 3D shape, such as a cube or sphere. @SINCE_1_1.45
50 WIREFRAME ///< Renders a simple wire-frame outlining a quad. @SINCE_1_2_2
59 * @brief The index for the visual type.
60 * @details Name "visualType", type [Type](@ref Dali::Toolkit::Visual::Type) (Property::INTEGER) or Property::STRING.
65 TYPE = VISUAL_PROPERTY_BASE_START_INDEX,
68 * @brief The shader to use in the visual.
69 * @details Name "shader", type Property::Map.
72 * @note Will override the existing shaders.
73 * @see Shader::Property
78 } // namespace Property
89 * @brief The vertex shader.
90 * @details Name "vertexShader", type Property::STRING.
93 * @note If not supplied, the visual's already set vertex shader is used.
98 * @brief The fragment shader.
99 * @details Name "fragmentShader", type Property::STRING.
102 * @note If not supplied, the visual's already set fragment shader is used.
107 * @brief How to subdivide the grid along the X-Axis.
108 * @details Name "subdivideGridX", type Property::INTEGER.
111 * @note If not supplied, the default is 1.
112 * @note Value should be greater than or equal to 1.
117 * @brief How to subdivide the grid along the Y-Axis.
118 * @details Name "subdivideGridY", type Property::INTEGER.
121 * @note If not supplied, the default is 1.
122 * @note Value should be greater than or equal to 1.
127 * @brief Hints for rendering.
128 * @details Name "hints", type Dali::Shader::Hint (Property::INTEGER), Property::STRING or Property::ARRAY of Property::STRING.
131 * @note If not supplied, the default is Dali::Shader::Hint::NONE.
136 } // namespace Property
138 } // namespace Shader
140 } // namespace Visual
146 } // namespace Toolkit
150 #endif // DALI_TOOLKIT_VISUAL_PROPERTIES_H