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[AT-SPI] Correct VISIBLE and SHOWING states
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
model3d-view
/
model3d-view-impl.cpp
diff --git
a/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp
b/dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp
index
2d75ede
..
5b49909
100644
(file)
--- a/
dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp
+++ b/
dali-toolkit/internal/controls/model3d-view/model3d-view-impl.cpp
@@
-1,5
+1,5
@@
/*
/*
- * Copyright (c) 20
16
Samsung Electronics Co., Ltd.
+ * Copyright (c) 20
20
Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@
-25,12
+25,12
@@
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali-toolkit/public-api/controls/model3d-view/model3d-view.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali-toolkit/public-api/controls/model3d-view/model3d-view.h>
-#include <dali/public-api/images/resource-image.h>
#include <dali/devel-api/adaptor-framework/file-loader.h>
#include <dali/devel-api/adaptor-framework/file-loader.h>
-#include <dali/devel-api/adaptor-framework/
bitmap-loader
.h>
+#include <dali/devel-api/adaptor-framework/
image-loading
.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/model3d-view/obj-loader.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/model3d-view/obj-loader.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
namespace Dali
{
namespace Dali
{
@@
-60,12
+60,11
@@
enum TextureIndex
Texture LoadTexture( const char* imageUrl )
{
Texture texture;
Texture LoadTexture( const char* imageUrl )
{
Texture texture;
- Dali::BitmapLoader loader = Dali::BitmapLoader::New( imageUrl );
- loader.Load();
- PixelData pixelData = loader.GetPixelData();
- if( pixelData )
+ Devel::PixelBuffer pixelBuffer = LoadImageFromFile( imageUrl );
+ if( pixelBuffer )
{
{
- texture = Texture::New( TextureType::TEXTURE_2D, pixelData.GetPixelFormat(), pixelData.GetWidth(), pixelData.GetHeight() );
+ texture = Texture::New( TextureType::TEXTURE_2D, pixelBuffer.GetPixelFormat(), pixelBuffer.GetWidth(), pixelBuffer.GetHeight() );
+ PixelData pixelData = Devel::PixelBuffer::Convert( pixelBuffer );
texture.Upload( pixelData );
texture.GenerateMipmaps();
}
texture.Upload( pixelData );
texture.GenerateMipmaps();
}
@@
-278,7
+277,7
@@
const char* NRMMAP_FRAGMENT_SHADER = MAKE_SHADER(
using namespace Dali;
Model3dView::Model3dView()
using namespace Dali;
Model3dView::Model3dView()
-
: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE
) )
+
: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT
) )
{
mIlluminationType = Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP;
{
mIlluminationType = Toolkit::Model3dView::DIFFUSE_WITH_NORMAL_MAP;
@@
-328,6
+327,7
@@
void Model3dView::SetProperty( BaseObject* object, Property::Index index, const
{
impl.LoadMaterial();
impl.CreateMaterial();
{
impl.LoadMaterial();
impl.CreateMaterial();
+ impl.LoadTextures();
}
break;
}
}
break;
}
@@
-425,16
+425,14
@@
Property::Value Model3dView::GetProperty( BaseObject* object, Property::Index in
/////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////
-void Model3dView::OnS
tag
eConnection( int depth )
+void Model3dView::OnS
cen
eConnection( int depth )
{
{
- Control::OnStageConnection( depth );
-
CustomActor self = Self();
self.AddRenderer( mRenderer );
if( mObjLoader.IsSceneLoaded() )
{
CustomActor self = Self();
self.AddRenderer( mRenderer );
if( mObjLoader.IsSceneLoaded() )
{
- mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ) );
+ mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType )
, true
);
CreateMaterial();
LoadTextures();
CreateMaterial();
LoadTextures();
@@
-448,6
+446,8
@@
void Model3dView::OnStageConnection( int depth )
constraint.AddSource( Source( self, Toolkit::Model3dView::Property::LIGHT_POSITION ) );
constraint.Apply();
}
constraint.AddSource( Source( self, Toolkit::Model3dView::Property::LIGHT_POSITION ) );
constraint.Apply();
}
+
+ Control::OnSceneConnection( depth );
}
///////////////////////////////////////////////////////////
}
///////////////////////////////////////////////////////////
@@
-462,6
+462,10
@@
void Model3dView::OnInitialize()
Shader shader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
mRenderer = Renderer::New( mesh, shader );
Shader shader = Shader::New( SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER );
mRenderer = Renderer::New( mesh, shader );
+ DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) {
+ return std::unique_ptr< Dali::Accessibility::Accessible >(
+ new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::IMAGE ) );
+ } );
}
void Model3dView::LoadGeometry()
}
void Model3dView::LoadGeometry()
@@
-529,12
+533,13
@@
void Model3dView::CreateGeometry()
{
if( mObjLoader.IsSceneLoaded() )
{
{
if( mObjLoader.IsSceneLoaded() )
{
- mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType ) );
+ mMesh = mObjLoader.CreateGeometry( GetShaderProperties( mIlluminationType )
, true
);
if( mRenderer )
{
mRenderer.SetGeometry( mMesh );
mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
if( mRenderer )
{
mRenderer.SetGeometry( mMesh );
mRenderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
+ mRenderer.SetProperty( Renderer::Property::DEPTH_TEST_MODE, DepthTestMode::ON );
}
}
}
}
}
}