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Blending enum clean-up
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
renderers
/
color
/
color-renderer.cpp
diff --git
a/dali-toolkit/internal/controls/renderers/color/color-renderer.cpp
b/dali-toolkit/internal/controls/renderers/color/color-renderer.cpp
index
ddc41f5
..
c09f86f
100644
(file)
--- a/
dali-toolkit/internal/controls/renderers/color/color-renderer.cpp
+++ b/
dali-toolkit/internal/controls/renderers/color/color-renderer.cpp
@@
-24,6
+24,7
@@
//INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/renderers/renderer-factory-impl.h>
#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
//INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/renderers/renderer-factory-impl.h>
#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
+#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
namespace Dali
#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
namespace Dali
@@
-37,9
+38,7
@@
namespace Internal
namespace
{
namespace
{
-const char * const RENDERER_TYPE("rendererType");
-const char * const RENDERER_TYPE_VALUE("color");
-const char * const COLOR_NAME("blendColor");
+const char * const COLOR_NAME("mixColor");
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
@@
-56,18
+55,18
@@
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
- uniform lowp vec4
blend
Color;\n
+ uniform lowp vec4
mix
Color;\n
\n
void main()\n
{\n
\n
void main()\n
{\n
- gl_FragColor =
blend
Color*uColor;\n
+ gl_FragColor =
mix
Color*uColor;\n
}\n
);
}
ColorRenderer::ColorRenderer( RendererFactoryCache& factoryCache )
: ControlRenderer( factoryCache ),
}\n
);
}
ColorRenderer::ColorRenderer( RendererFactoryCache& factoryCache )
: ControlRenderer( factoryCache ),
- m
Blend
ColorIndex( Property::INVALID_INDEX )
+ m
Mix
ColorIndex( Property::INVALID_INDEX )
{
}
{
}
@@
-78,7
+77,7
@@
ColorRenderer::~ColorRenderer()
void ColorRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
{
Property::Value* color = propertyMap.Find( COLOR_NAME );
void ColorRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
{
Property::Value* color = propertyMap.Find( COLOR_NAME );
- if( !( color && color->Get(m
Blend
Color) ) )
+ if( !( color && color->Get(m
Mix
Color) ) )
{
DALI_LOG_ERROR( "Fail to provide a color to the ColorRenderer object" );
}
{
DALI_LOG_ERROR( "Fail to provide a color to the ColorRenderer object" );
}
@@
-111,8
+110,8
@@
void ColorRenderer::DoSetOnStage( Actor& actor )
void ColorRenderer::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
void ColorRenderer::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( RENDERER_TYPE,
RENDERER_TYPE_VALUE
);
- map.Insert( COLOR_NAME, m
Blend
Color );
+ map.Insert( RENDERER_TYPE,
COLOR_RENDERER
);
+ map.Insert( COLOR_NAME, m
Mix
Color );
}
void ColorRenderer::InitializeRenderer()
}
void ColorRenderer::InitializeRenderer()
@@
-131,26
+130,25
@@
void ColorRenderer::InitializeRenderer()
mFactoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, shader );
}
mFactoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, shader );
}
- Material material = Material::New( shader );
- mImpl->mRenderer = Renderer::New( geometry, material );
+ mImpl->mRenderer = Renderer::New( geometry, shader );
- m
BlendColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_NAME, mBlend
Color );
- if( m
Blend
Color.a < 1.f )
+ m
MixColorIndex = mImpl->mRenderer.RegisterProperty( COLOR_NAME, mMix
Color );
+ if( m
Mix
Color.a < 1.f )
{
{
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND
ING_MODE, Blending
Mode::ON );
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND
_MODE, Blend
Mode::ON );
}
}
void ColorRenderer::SetColor(const Vector4& color)
{
}
}
void ColorRenderer::SetColor(const Vector4& color)
{
- m
Blend
Color = color;
+ m
Mix
Color = color;
if( mImpl->mRenderer )
{
if( mImpl->mRenderer )
{
- (mImpl->mRenderer).SetProperty( m
Blend
ColorIndex, color );
+ (mImpl->mRenderer).SetProperty( m
Mix
ColorIndex, color );
if( color.a < 1.f )
{
if( color.a < 1.f )
{
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND
ING_MODE, Blending
Mode::ON );
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND
_MODE, Blend
Mode::ON );
}
}
}
}
}
}