/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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/integration-api/debug.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
#include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
customShader[ Toolkit::Visual::Shader::Property::HINTS ] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
- mShadowVisualMap[ Toolkit::VisualProperty::SHADER ] = customShader;
+ mShadowVisualMap[ Toolkit::Visual::Property::SHADER ] = customShader;
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
void ShadowView::OnChildAdd( Actor& child )
{
- Control::OnChildAdd( child );
-
if( child != mChildrenRoot && child != mBlurRootActor)
{
mChildrenRoot.Add( child );
}
+
+ Control::OnChildAdd( child );
}
void ShadowView::OnChildRemove( Actor& child )