*/
// CLASS HEADER
-#include <dali/public-api/rendering/shader.h> // Dali::Shader
+#include <dali/public-api/rendering/shader.h> // Dali::Shader
// INTERNAL INCLUDES
-#include <dali/internal/event/rendering/shader-impl.h> // Dali::Internal::Shader
+#include <dali/internal/event/rendering/shader-impl.h> // Dali::Internal::Shader
namespace Dali
{
-
-Shader Shader::New( const std::string& vertexShader,
- const std::string& fragmentShader,
- Hint::Value hints )
+Shader Shader::New(const std::string& vertexShader,
+ const std::string& fragmentShader,
+ Hint::Value hints)
{
- Internal::ShaderPtr renderer = Internal::Shader::New( vertexShader, fragmentShader, hints );
- return Shader( renderer.Get() );
+ Internal::ShaderPtr renderer = Internal::Shader::New(vertexShader, fragmentShader, hints);
+ return Shader(renderer.Get());
}
Shader::Shader()
{
}
-Shader::Shader( const Shader& handle ) = default;
+Shader::Shader(const Shader& handle) = default;
-Shader Shader::DownCast( BaseHandle handle )
+Shader Shader::DownCast(BaseHandle handle)
{
- return Shader( dynamic_cast<Dali::Internal::Shader*>(handle.GetObjectPtr()));
+ return Shader(dynamic_cast<Dali::Internal::Shader*>(handle.GetObjectPtr()));
}
-Shader& Shader::operator=( const Shader& handle ) = default;
+Shader& Shader::operator=(const Shader& handle) = default;
-Shader::Shader( Shader&& rhs ) = default;
+Shader::Shader(Shader&& rhs) = default;
-Shader& Shader::operator=( Shader&& rhs ) = default;
+Shader& Shader::operator=(Shader&& rhs) = default;
-Shader::Shader( Internal::Shader* pointer )
-: Handle( pointer )
+Shader::Shader(Internal::Shader* pointer)
+: Handle(pointer)
{
}