-#ifndef __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
-#define __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
+#ifndef DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H_
+#define DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
// EXTERNAL INCLUDES
#include <string.h>
-#include <dali/devel-api/rendering/shader.h>
+#include <dali/public-api/rendering/shader.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
* As we use the texture coordinate as pixel position to calculate random offset,
* the line should passing through rectangle {(0,0),(0,1),(1,0),(1,1)},
* so make the position parameter with two component values between 0.0 to 1.0
+ * @param[in] actor The actor that registers the uniform properties
* @param[in] position The point ( locates within rectangle {(0,0),(0,1),(1,0),(1,1)} ) passed through by the central line
* @param[in] displacement The direction of the central line
- * @param[in] initialProgress, the normalised initial progress of the shader
+ * @param[in] initialProgress The normalised initial progress of the shader
*/
inline void DissolveEffectSetCentralLine( Actor& actor, const Vector2& position, const Vector2& displacement, float initialProgress )
{
/**
* @brief Create a new Dissolve effect
*
- * DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors.
+ * DissolveEffect is a custom shader effect to achieve Dissolve effects in image views.
*
* Animatable/Constrainable uniforms:
* "uPercentage" - This value is proportional to the distortion applied; a value of zero means no distortion.
vertexShaderString.append( vertexShader );
fragmentShaderString.append( fragmentShader );
- customShader[ "vertexShader" ] = vertexShaderString;
- customShader[ "fragmentShader" ] = fragmentShaderString;
+ customShader[ Visual::Shader::Property::VERTEX_SHADER ] = vertexShaderString;
+ customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentShaderString;
- customShader[ "subdivideGridX" ] = 20;
- customShader[ "subdivideGridY" ] = 20;
+ customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 20;
+ customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 20;
- customShader[ "hints" ] = "outputIsTransparent";
+ customShader[ Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- map[ "shader" ] = customShader;
+ map[ Visual::Property::SHADER ] = customShader;
return map;
}
} // namespace Dali
-#endif // __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
+#endif // DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H