/*
- * Copyright (c) 2014-2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
namespace
{
-std::string ReplaceQuotes(const std::string &in_s)
-{
- std::string s(in_s);
- // wrong as no embedded quote but had regex link problems
- std::replace(s.begin(), s.end(), '\'', '"');
- return s;
-}
-
struct BuilderFunctor
{
BuilderFunctor( bool& called ) : mCalled( called )
" \"name\": \"greeting\","
" \"type\": \"TextLabel\","
" \"text\": \"Touch me\","
- " \"styles\": [\"basicText\"],"
+ " \"inherit\": [\"basicText\"],"
" \"position\": [0, -120, 0],"
" \"size\": [200, 200, 1],"
" \"orientation\": [0, 0, 30],"
" \"name\": \"greeting\","
" \"type\": \"TextLabel\","
" \"text\": \"Touch me\","
- " \"styles\": [\"basicText\"],"
+ " \"inherit\": [\"basicText\"],"
" \"position\": [0, -120, 0],"
" \"size\": [200, 200, 1],"
" \"orientation\": [0, 0, 30],"
" }\n"
" ]\n"
" }\n"
- " },\n"
- " \"shaderEffects\": {\n"
- " \"Ripple2D\": {\n"
- " \"program\": {\n"
- " \"vertexPrefix\": \"\",\n"
- " \"vertex\": \"void main(void)\\n{\\n gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\\n vTexCoord = aTexCoord;\\n}\\n\\n\",\n"
- " \"fragmentPrefix\": \"\",\n"
- " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = sTextureRect.zw - sTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
- " \"geometryType\": \"GEOMETRY_TYPE_IMAGE\"\n"
- " },\n"
- " \"geometryHints\": \"HINT_NONE\",\n"
- " \"gridDensity\": 0,\n"
- " \"loop\": true,\n"
- " \"uAmplitude\": 0.02,\n"
- " \"uTime\": 0.0\n"
- " }\n"
" }\n"
"}\n");
" }\n"
" ]\n"
" }\n"
- " },\n"
- " \"shaderEffects\": {\n"
- " \"Ripple2D\": {\n"
- " \"program\": {\n"
- " \"vertexPrefix\": \"\",\n"
- " \"vertex\": \"void main(void)\\n{\\n gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\\n vTexCoord = aTexCoord;\\n}\\n\\n\",\n"
- " \"fragmentPrefix\": \"\",\n"
- " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = sTextureRect.zw - sTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
- " \"geometryType\": \"GEOMETRY_TYPE_IMAGE\"\n"
- " },\n"
- " \"geometryHints\": \"HINT_NONE\",\n"
- " \"gridDensity\": 0,\n"
- " \"loop\": true,\n"
- " \"uAmplitude\": 0.02,\n"
- " \"uTime\": 0.0\n"
- " }\n"
" }\n"
"}\n");