// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
#include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
#include <dali-toolkit/internal/filters/emboss-filter.h>
#include <dali-toolkit/internal/filters/spread-filter.h>
#include <dali-toolkit/internal/controls/control/control-renderers.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
namespace Dali
{
const Vector4 EFFECTS_VIEW_DEFAULT_BACKGROUND_COLOR( 0.0f, 0.0f, 0.0f, 0.0 );
const bool EFFECTS_VIEW_REFRESH_ON_DEMAND(false);
-#define DALI_COMPOSE_SHADER(STR) #STR
-
-const char* EFFECTS_VIEW_VERTEX_SOURCE = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- varying mediump vec2 vTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- uniform mediump vec3 effectOffset;\n
- \n
- void main()\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- vertexPosition.xyz += effectOffset;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = aPosition + vec2(0.5);\n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-const char* EFFECTS_VIEW_FRAGMENT_SOURCE = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 effectColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = effectColor;\n
- gl_FragColor.a *= texture2D( sTexture, vTexCoord).a;\n
- }\n
-);
-
const float BLUR_KERNEL0[] = { 12.0f/16.0f,
2.0f/16.0f, 2.0f/16.0f };
CustomActor self = Self();
mChildrenRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
self.Add( mChildrenRoot );
+
+ DevelControl::SetAccessibilityConstructor( self, []( Dali::Actor actor ) {
+ return std::unique_ptr< Dali::Accessibility::Accessible >(
+ new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::FILLER ) );
+ } );
}
void EffectsView::OnSizeSet(const Vector3& targetSize)
Actor self( Self() );
// Create renderers
- mRendererPostFilter = CreateRenderer( EFFECTS_VIEW_VERTEX_SOURCE, EFFECTS_VIEW_FRAGMENT_SOURCE );
+ mRendererPostFilter = CreateRenderer( SHADER_EFFECTS_VIEW_VERT,
+ SHADER_EFFECTS_VIEW_FRAG );
mRendererPostFilter.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT );
self.AddRenderer( mRendererPostFilter );