Merge "Text - Move cursor's position related code to a different file." into devel...
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / bloom-view / bloom-view-impl.cpp
index 4d088d1..5d5e22c 100644 (file)
@@ -26,7 +26,7 @@
 #include <dali/public-api/common/stage.h>
 #include <dali/public-api/object/property-map.h>
 #include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
 #include <dali/public-api/render-tasks/render-task-list.h>
 #include <dali/devel-api/rendering/renderer.h>
 
@@ -83,8 +83,6 @@ const char* const BLOOM_SATURATION_PROPERTY_NAME = "uBloomSaturation";
 const char* const IMAGE_INTENSITY_PROPERTY_NAME = "uImageIntensity";
 const char* const IMAGE_SATURATION_PROPERTY_NAME = "uImageSaturation";
 
-const char* const EFFECT_IMAGE_NAME( "sEffect" );
-
 ///////////////////////////////////////////////////////
 //
 // Bloom shaders
@@ -290,6 +288,8 @@ void BloomView::OnInitialize()
 
 void BloomView::OnSizeSet(const Vector3& targetSize)
 {
+  Control::OnSizeSet( targetSize );
+
   mTargetSize = Vector2(targetSize);
   mChildrenRoot.SetSize(targetSize);
   mCompositeImageActor.SetSize(targetSize);
@@ -313,17 +313,21 @@ void BloomView::OnSizeSet(const Vector3& targetSize)
   }
 }
 
-void BloomView::OnControlChildAdd( Actor& child )
+void BloomView::OnChildAdd( Actor& child )
 {
+  Control::OnChildAdd( child );
+
   if( child != mChildrenRoot && child != mInternalRoot)
   {
     mChildrenRoot.Add( child );
   }
 }
 
-void BloomView::OnControlChildRemove( Actor& child )
+void BloomView::OnChildRemove( Actor& child )
 {
   mChildrenRoot.Remove( child );
+
+  Control::OnChildRemove( child );
 }
 
 void BloomView::AllocateResources()
@@ -387,16 +391,8 @@ void BloomView::AllocateResources()
 
     // use the completed blur in the first buffer and composite with the original child actors render
     mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren );
-    Material material = mCompositeImageActor.GetRendererAt(0).GetMaterial();
-    int textureIndex = material.GetTextureIndex( EFFECT_IMAGE_NAME );
-    if( textureIndex == -1 )
-    {
-      material.AddTexture( mBlurExtractTarget, EFFECT_IMAGE_NAME );
-    }
-    else
-    {
-      material.SetTextureImage( textureIndex, mBlurExtractTarget );
-    }
+    TextureSet textureSet = mCompositeImageActor.GetRendererAt(0).GetTextures();
+    textureSet.SetImage( 1u, mBlurExtractTarget );
 
     // set up target actor for rendering result, i.e. the blurred image
     mTargetImageActor.SetImage(mOutputRenderTarget);