-#ifndef __DALI_TOOLKIT_SHADER_EFFECT_MOTION_STRETCH_H__
-#define __DALI_TOOLKIT_SHADER_EFFECT_MOTION_STRETCH_H__
+#ifndef DALI_TOOLKIT_SHADER_EFFECT_MOTION_STRETCH_H
+#define DALI_TOOLKIT_SHADER_EFFECT_MOTION_STRETCH_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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 <dali/public-api/shader-effects/shader-effect.h>
+#include <dali/public-api/actors/actor.h>
+#include <dali/public-api/animation/constraint.h>
+#include <dali/public-api/object/property-map.h>
+#include <dali/public-api/rendering/shader.h>
+
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
* its edges. This is used to prevent an unsightly hard edge between the stretched actor and
* the scene. Depends on the values of the vertices in the vertex stream. When the actor is at
* rest this is not applied. Default Vector2(0.25, 0.25), which is half way towards the edge for
- * an ImageRenderer::QUAD.
+ * an ImageVisual::QUAD.
* "uObjectFadeEnd" - The displacement from the centre of the actor that the actor will finish fading towards its edges.
* This is used to prevent an unsightly hard edge between the stretched actor and the scene. Depends
* on the values of the vertices in the vertex stream. When the actor is at rest this is not applied.
- * Default 0.5, which is all the way towards the edge for an ImageRenderer::QUAD.
+ * Default 0.5, which is all the way towards the edge for an ImageVisual::QUAD.
* "uAlphaScale" - Global scaler applied to the alpha of the actor. Used to make the stretched actor a bit more subtle
* and reveal a bit of the background behind it as it moves. When the actor is at rest this is not
* applied. Default 0.75.
Property::Map map;
Property::Map customShader;
- customShader[ "vertexShader" ] = vertexSource;
- customShader[ "fragmentShader" ] = fragmentSource;
+ customShader[ Visual::Shader::Property::VERTEX_SHADER ] = vertexSource;
+ customShader[ Visual::Shader::Property::FRAGMENT_SHADER ] = fragmentSource;
- customShader[ "subdivideGridX" ] = 10;
- customShader[ "subdivideGridY" ] = 10;
+ customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_X ] = 10;
+ customShader[ Visual::Shader::Property::SUBDIVIDE_GRID_Y ] = 10;
- // NOTE: we must turn on alpha blending for the actor (HINT_BLENDING)
- customShader[ "hints" ] = "outputIsTransparent";
+ customShader[ Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- map[ "shader" ] = customShader;
+ map[ Toolkit::Visual::Property::SHADER ] = customShader;
return map;
}
}
-#endif //#ifndef __DALI_TOOLKIT_SHADER_EFFECT_MOTION_STRETCH_H__
+#endif // DALI_TOOLKIT_SHADER_EFFECT_MOTION_STRETCH_H