// EXTERNAL INCLUDES
#include <sstream>
#include <iomanip>
-#include <dali/public-api/animation/active-constraint.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/devel-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/integration-api/debug.h>
GaussianBlurView::GaussianBlurView()
- : Control( CONTROL_BEHAVIOUR_NONE )
+ : Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION ) )
, mNumSamples(GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES)
, mBlurBellCurveWidth( 0.001f )
, mPixelFormat(GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT)
GaussianBlurView::GaussianBlurView( const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
const float downsampleWidthScale, const float downsampleHeightScale,
bool blurUserImage)
- : Control( CONTROL_BEHAVIOUR_NONE )
+ : Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION ) )
, mNumSamples(numSamples)
, mBlurBellCurveWidth( 0.001f )
, mPixelFormat(renderTargetPixelFormat)
// Private methods
//
-/**
- * EqualToConstraintFloat
- *
- * f(current, property) = property
- */
-struct EqualToConstraintFloat
-{
- EqualToConstraintFloat(){}
-
- float operator()(const float current, const PropertyInput& property) {return property.GetFloat();}
-};
-
void GaussianBlurView::OnInitialize()
{
// root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
- Constraint blurStrengthConstraint = Constraint::New<float>( Actor::Property::COLOR_ALPHA, ParentSource(mBlurStrengthPropertyIndex), EqualToConstraintFloat());
- mImageActorComposite.ApplyConstraint(blurStrengthConstraint);
+ Constraint blurStrengthConstraint = Constraint::New<float>( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
+ blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) );
+ blurStrengthConstraint.Apply();
// Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
mTargetActor = ImageActor::New();