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Make NPatchData receive LoadComplete call from TextureManager.
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
color
/
color-visual.h
diff --git
a/dali-toolkit/internal/visuals/color/color-visual.h
b/dali-toolkit/internal/visuals/color/color-visual.h
index
d2f3ebe
..
bf28d25
100644
(file)
--- a/
dali-toolkit/internal/visuals/color/color-visual.h
+++ b/
dali-toolkit/internal/visuals/color/color-visual.h
@@
-2,7
+2,7
@@
#define DALI_TOOLKIT_INTERNAL_COLOR_VISUAL_H
/*
#define DALI_TOOLKIT_INTERNAL_COLOR_VISUAL_H
/*
- * 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.
@@
-53,31
+53,22
@@
public:
* @brief Create a new color visual.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
* @brief Create a new color visual.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+ * @param[in] properties A Property::Map containing settings for this visual
* @return A smart-pointer to the newly allocated visual.
*/
* @return A smart-pointer to the newly allocated visual.
*/
- static ColorVisualPtr New( VisualFactoryCache& factoryCache );
+ static ColorVisualPtr New( VisualFactoryCache& factoryCache
, const Property::Map& properties
);
public: // from Visual
/**
public: // from Visual
/**
- * @copydoc Visual::Base::SetSize
- */
- virtual void SetSize( const Vector2& size );
-
- /**
* @copydoc Visual::Base::CreatePropertyMap
*/
* @copydoc Visual::Base::CreatePropertyMap
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
-
- /**
- * @copydoc Visual::Base::DoSetProperty
- */
- virtual void DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
+ void DoCreatePropertyMap( Property::Map& map ) const override;
/**
/**
- * @copydoc Visual::Base::
DoGetProperty
+ * @copydoc Visual::Base::
CreateInstancePropertyMap
*/
*/
- v
irtual Dali::Property::Value DoGetProperty( Dali::Property::Index index )
;
+ v
oid DoCreateInstancePropertyMap( Property::Map& map ) const override
;
protected:
protected:
@@
-96,25
+87,37
@@
protected:
/**
* @copydoc Visual::Base::DoSetProperties
*/
/**
* @copydoc Visual::Base::DoSetProperties
*/
- v
irtual void DoSetProperties( const Property::Map& propertyMap )
;
+ v
oid DoSetProperties( const Property::Map& propertyMap ) override
;
/**
/**
- * @copydoc Visual::Base::DoSetOnS
tag
e
+ * @copydoc Visual::Base::DoSetOnS
cen
e
*/
*/
- virtual void DoSetOnStage( Actor& actor );
+ void DoSetOnScene( Actor& actor ) override;
+
+ /**
+ * @copydoc Visual::Base::DoSetOffScene
+ */
+ void DoSetOffScene(Actor& actor) override;
/**
* @copydoc Visual::Base::OnSetTransform
*/
/**
* @copydoc Visual::Base::OnSetTransform
*/
- v
irtual void OnSetTransform()
;
+ v
oid OnSetTransform() override
;
-public:
+ /**
+ * @copydoc Visual::Base::OnDoAction
+ */
+ void OnDoAction( const Property::Index actionId, const Property::Value& attributes ) override;
+
+ /**
+ * @copydoc Visual::Base::UpdateShader
+ */
+ void UpdateShader() override;
/**
/**
- * Set the color for rendering.
- * @param[in] color The color to be rendered.
+ * @copydoc Visual::Base::OnGetPropertyObject
*/
*/
-
void SetColor( const Vector4& color )
;
+
Dali::Property OnGetPropertyObject(Dali::Property::Key key) override
;
private:
/**
private:
/**
@@
-122,6
+125,12
@@
private:
*/
void InitializeRenderer();
*/
void InitializeRenderer();
+ /**
+ * @brief Get a shader for the current properties.
+ * @return The shader for the current properties.
+ */
+ Shader GetShader();
+
private:
// Undefined
private:
// Undefined
@@
-131,10
+140,10
@@
private:
ColorVisual& operator=( const ColorVisual& colorRenderer );
private:
ColorVisual& operator=( const ColorVisual& colorRenderer );
private:
-
- Vector4 mMixColor;
- Property::Index mMixColorIndex;
-
+ float mBlurRadius; ///< The blur radius
+ Property::Index mBlurRadiusIndex; ///< The blur radius property index
+ bool mRenderIfTransparent; ///< Whether we should render even if the mix-color is transparent.
+ bool mNeedBlurRadius; ///< Whether we need the blur radius in shader.
};
} // namespace Internal
};
} // namespace Internal