/*
- * 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.
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/images/resource-image.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/devel-api/images/texture-set-image.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/controls/page-turn-view/page-turn-effect.h>
#include <dali-toolkit/internal/controls/page-turn-view/page-turn-book-spine-effect.h>
-#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
-
-// headers needed for backward compatibility of PageFactory::NewPage(pageId) API
-#include <dali/public-api/actors/image-actor.h>
+#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
using namespace Dali;
// broken image is loaded if there is no valid image provided for the page
const char * const BROKEN_IMAGE_URL( DALI_IMAGE_DIR "broken.png");
-// names of shader property map
-const char * const CUSTOM_SHADER( "shader" );
-const char * const CUSTOM_VERTEX_SHADER( "vertexShader" );
-const char * const CUSTOM_FRAGMENT_SHADER( "fragmentShader" );
-
// properties set on shader, these properties have the constant value in regardless of the page status
const char * const PROPERTY_SPINE_SHADOW ( "uSpineShadowParameter" ); // uniform for both spine and turn effect
textureSet = TextureSet::New();
}
- textureSet.SetImage( 0u, image );
+ TextureSetImage( textureSet, 0u, image );
}
void PageTurnView::Page::UseEffect(Shader newShader)
}
renderer.SetTextures( textureSet );
- renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, Renderer::DEPTH_WRITE_ON );
+ renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, DepthWriteMode::ON );
actor.AddRenderer( renderer );
}
}
}
PageTurnView::PageTurnView( PageFactory& pageFactory, const Vector2& pageSize )
-: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
mPageFactory( &pageFactory ),
mPageSize( pageSize ),
mSpineShadowParameter( DEFAULT_SPINE_SHADOW_PARAMETER ),
// create the grid geometry for pages
uint16_t width = static_cast<uint16_t>(mPageSize.width / DEFAULT_GRID_DENSITY + 0.5f);
uint16_t height = static_cast<uint16_t>(mPageSize.height / DEFAULT_GRID_DENSITY + 0.5f);
- mGeometry = RendererFactoryCache::CreateGridGeometry( Uint16Pair( width, height ) );
+ mGeometry = VisualFactoryCache::CreateGridGeometry( Uint16Pair( width, height ) );
mPages.reserve( NUMBER_OF_CACHED_PAGES );
for( int i = 0; i < NUMBER_OF_CACHED_PAGES; i++ )
Shader PageTurnView::CreateShader( const Property::Map& shaderMap )
{
Shader shader;
- Property::Value* shaderValue = shaderMap.Find( CUSTOM_SHADER );
+ Property::Value* shaderValue = shaderMap.Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER );
Property::Map shaderSource;
if( shaderValue && shaderValue->Get( shaderSource ) )
{
std::string vertexShader;
- Property::Value* vertexShaderValue = shaderSource.Find( CUSTOM_VERTEX_SHADER );
+ Property::Value* vertexShaderValue = shaderSource.Find( Toolkit::Visual::Shader::Property::VERTEX_SHADER, CUSTOM_VERTEX_SHADER );
if( !vertexShaderValue || !vertexShaderValue->Get( vertexShader ) )
{
DALI_LOG_ERROR("PageTurnView::CreateShader failed: vertex shader source is not available.\n");
}
std::string fragmentShader;
- Property::Value* fragmentShaderValue = shaderSource.Find( CUSTOM_FRAGMENT_SHADER );
+ Property::Value* fragmentShaderValue = shaderSource.Find( Toolkit::Visual::Shader::Property::FRAGMENT_SHADER, CUSTOM_FRAGMENT_SHADER );
if( !fragmentShaderValue || !fragmentShaderValue->Get( fragmentShader ) )
{
DALI_LOG_ERROR("PageTurnView::CreateShader failed: fragment shader source is not available.\n");