/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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 <sstream>
#include <iomanip>
#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/stage.h>
+#include <dali/devel-api/common/stage.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
mShadowPlaneBg = shadowPlaneBackground;
mShadowPlane = Actor::New();
- mShadowPlane.SetName( "SHADOW_PLANE" );
- mShadowPlane.SetParentOrigin( ParentOrigin::CENTER );
- mShadowPlane.SetAnchorPoint( AnchorPoint::CENTER );
+ mShadowPlane.SetProperty( Actor::Property::NAME, "SHADOW_PLANE" );
+ mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mShadowPlane.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
Renderer shadowRenderer = CreateRenderer( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE, Shader::Hint::OUTPUT_IS_TRANSPARENT, Uint16Pair(20,20) );
TextureSet textureSet = shadowRenderer.GetTextures();
textureSet.SetTexture( 0u, mOutputFrameBuffer.GetColorTexture() );
// Rather than parent the shadow plane drawable and have constraints to move it to the same
// position, instead parent the shadow plane drawable on the shadow plane passed in.
mShadowPlaneBg.Add( mShadowPlane );
- mShadowPlane.SetParentOrigin( ParentOrigin::CENTER );
- mShadowPlane.SetZ( 1.0f );
+ mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mShadowPlane.SetProperty( Actor::Property::POSITION_Z, 1.0f );
ConstrainCamera();
void ShadowView::Activate()
{
- DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" );
+ DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Activate()\n" );
// make sure resources are allocated and start the render tasks processing
CreateRenderTasks();
void ShadowView::Deactivate()
{
- DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" )
+ DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Deactivate()\n" )
// stop render tasks processing
// Note: render target resources are automatically freed since we set the Image::Unused flag
void ShadowView::OnInitialize()
{
// root actor to parent all user added actors. Used as source actor for shadow render task.
- mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
+ mChildrenRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
Vector2 stageSize = Stage::GetCurrent().GetSize();
mCameraActor = CameraActor::New(stageSize);
- mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
+ mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
- mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
- mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
+ mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) );
+ mCameraActor.SetProperty( Actor::Property::POSITION, DEFAULT_LIGHT_POSITION );
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBuffer::New( stageSize.width, stageSize.height, FrameBuffer::Attachment::NONE );
mBlurFilter.SetPixelFormat( Pixel::RGBA8888 );
mBlurRootActor = Actor::New();
- mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
+ mBlurRootActor.SetProperty( Actor::Property::NAME, "BLUR_ROOT_ACTOR" );
// Turn off inheritance to ensure filter renders properly
- mBlurRootActor.SetParentOrigin( ParentOrigin::CENTER );
- mBlurRootActor.SetInheritPosition( false );
- mBlurRootActor.SetInheritOrientation( false );
- mBlurRootActor.SetInheritScale( false );
- mBlurRootActor.SetColorMode( USE_OWN_COLOR );
+ mBlurRootActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mBlurRootActor.SetProperty( Actor::Property::INHERIT_POSITION, false );
+ mBlurRootActor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
+ mBlurRootActor.SetProperty( Actor::Property::INHERIT_SCALE, false );
+ mBlurRootActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
Self().Add( mBlurRootActor );