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Merge "Add CURRENT_FRAME_NUMBER and TOTAL_FRAME_NUMBER properties to the AnimatedImag...
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
video-view
/
video-view-impl.cpp
diff --git
a/dali-toolkit/internal/controls/video-view/video-view-impl.cpp
b/dali-toolkit/internal/controls/video-view/video-view-impl.cpp
old mode 100644
(file)
new mode 100755
(executable)
index
2e34f27
..
6956cb2
--- a/
dali-toolkit/internal/controls/video-view/video-view-impl.cpp
+++ b/
dali-toolkit/internal/controls/video-view/video-view-impl.cpp
@@
-33,6
+33,7
@@
#include <dali-toolkit/public-api/controls/video-view/video-view.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali/integration-api/adaptor-framework/adaptor.h>
#include <dali-toolkit/public-api/controls/video-view/video-view.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali/integration-api/adaptor-framework/adaptor.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
namespace Dali
{
namespace Dali
{
@@
-88,7
+89,7
@@
const char* const CUSTOM_SAMPLER_TYPE_NAME( "samplerExternalOES" );
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform
mediump
vec3 uSize;\n
+ uniform
highp
vec3 uSize;\n
\n
void main()\n
{\n
\n
void main()\n
{\n
@@
-110,7
+111,7
@@
const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
varying mediump vec2 vTexCoord;\n
uniform highp mat4 uMvpMatrix;\n
attribute mediump vec2 aPosition;\n
varying mediump vec2 vTexCoord;\n
uniform highp mat4 uMvpMatrix;\n
- uniform
mediump
vec3 uSize;\n
+ uniform
highp
vec3 uSize;\n
varying mediump vec2 sTexCoordRect;\n
void main()\n
{\n
varying mediump vec2 sTexCoordRect;\n
void main()\n
{\n
@@
-158,6
+159,11
@@
Toolkit::VideoView VideoView::New( VideoSyncMode syncMode )
void VideoView::OnInitialize()
{
mVideoPlayer.FinishedSignal().Connect( this, &VideoView::EmitSignalFinish );
void VideoView::OnInitialize()
{
mVideoPlayer.FinishedSignal().Connect( this, &VideoView::EmitSignalFinish );
+
+ DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) {
+ return std::unique_ptr< Dali::Accessibility::Accessible >(
+ new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::VIDEO ));
+ } );
}
void VideoView::SetUrl( const std::string& url )
}
void VideoView::SetUrl( const std::string& url )
@@
-228,11
+234,6
@@
bool VideoView::IsLooping()
void VideoView::Play()
{
void VideoView::Play()
{
- if( mOverlayRenderer )
- {
- Self().AddRenderer( mOverlayRenderer );
- }
-
mVideoPlayer.Play();
mIsPlay = true;
}
mVideoPlayer.Play();
mIsPlay = true;
}
@@
-295,11
+296,6
@@
Dali::Toolkit::VideoView::VideoViewSignalType& VideoView::FinishedSignal()
void VideoView::EmitSignalFinish()
{
void VideoView::EmitSignalFinish()
{
- if( mOverlayRenderer )
- {
- Self().RemoveRenderer( mOverlayRenderer );
- }
-
if ( !mFinishedSignal.Empty() )
{
Dali::Toolkit::VideoView handle( GetOwner() );
if ( !mFinishedSignal.Empty() )
{
Dali::Toolkit::VideoView handle( GetOwner() );
@@
-552,9
+548,9
@@
void VideoView::SetDepthIndex( int depthIndex )
}
}
}
}
-void VideoView::OnS
tag
eConnection( int depth )
+void VideoView::OnS
cen
eConnection( int depth )
{
{
- Control::OnS
tag
eConnection( depth );
+ Control::OnS
cen
eConnection( depth );
if( mIsUnderlay )
{
if( mIsUnderlay )
{
@@
-562,9
+558,9
@@
void VideoView::OnStageConnection( int depth )
}
}
}
}
-void VideoView::OnS
tag
eDisconnection()
+void VideoView::OnS
cen
eDisconnection()
{
{
- Control::OnS
tag
eDisconnection();
+ Control::OnS
cen
eDisconnection();
}
void VideoView::OnSizeSet( const Vector3& targetSize )
}
void VideoView::OnSizeSet( const Vector3& targetSize )
@@
-660,6
+656,7
@@
void VideoView::SetWindowSurfaceTarget()
mOverlayRenderer = Renderer::New( geometry, shader );
mOverlayRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
mOverlayRenderer = Renderer::New( geometry, shader );
mOverlayRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
+ Self().AddRenderer( mOverlayRenderer );
if( mIsPlay )
{
if( mIsPlay )
{