/*
- * 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.
// EXTERNAL INCLUDES
#include <cmath>
#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/property-map.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
// INTERNAL_INCLUDES
#include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
namespace //Unnamed namespace
{
Vector2 mRange;
};
-#define DALI_COMPOSE_SHADER(STR) #STR
-
-const char * const BASIC_VERTEX_SOURCE = DALI_COMPOSE_SHADER(
- precision mediump float;\n
- attribute mediump vec2 aPosition;\n
- attribute mediump vec2 aTexture;\n
- varying mediump vec2 vTexCoord;\n
- uniform mediump mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
- \n
- void main()\n
- {\n
- mediump vec4 vertexPosition = vec4(aPosition * uSize.xy, 0.0, 1.0);\n
- vTexCoord = aTexture;\n
- gl_Position = uMvpMatrix * vertexPosition;\n
- }\n
-);
-
-const char * const BASIC_FRAGMENT_SOURCE = DALI_COMPOSE_SHADER(
- precision mediump float;\n
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform vec4 uColor;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D(sTexture, vTexCoord);\n
- gl_FragColor *= uColor;
- }\n
-);
-
-Renderer CreateRenderer( const char* vertexSrc, const char* fragmentSrc )
-{
- Shader shader = Shader::New( vertexSrc, fragmentSrc );
-
- Geometry texturedQuadGeometry = Geometry::New();
-
- struct VertexPosition { Vector2 position; };
- struct VertexTexture { Vector2 texture; };
-
- VertexPosition positionArray[] =
- {
- { Vector2( -0.5f, -0.5f ) },
- { Vector2( 0.5f, -0.5f ) },
- { Vector2( -0.5f, 0.5f ) },
- { Vector2( 0.5f, 0.5f ) }
- };
- uint32_t numberOfVertices = sizeof(positionArray)/sizeof(VertexPosition);
-
- VertexTexture uvArray[] =
- {
- { Vector2( 0.0f, 0.0f ) },
- { Vector2( 1.0f, 0.0f ) },
- { Vector2( 0.0f, 1.0f ) },
- { Vector2( 1.0f, 1.0f ) }
- };
-
- Property::Map positionVertexFormat;
- positionVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
- positionVertices.SetData( positionArray, numberOfVertices );
- texturedQuadGeometry.AddVertexBuffer( positionVertices );
-
- Property::Map textureVertexFormat;
- textureVertexFormat["aTexture"] = Property::VECTOR2;
- PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
- textureVertices.SetData( uvArray, numberOfVertices );
- texturedQuadGeometry.AddVertexBuffer( textureVertices );
-
- const uint16_t indices[] = { 0, 3, 1, 0, 2, 3 };
- texturedQuadGeometry.SetIndexBuffer ( &indices[0], sizeof( indices )/ sizeof( indices[0] ) );
-
- Renderer renderer = Renderer::New( texturedQuadGeometry, shader );
-
- TextureSet textureSet = TextureSet::New();
- renderer.SetTextures( textureSet );
-
- return renderer;
-}
-
-void SetRendererTexture( Renderer& renderer, Texture& texture )
-{
- if( renderer )
- {
- TextureSet textureSet = renderer.GetTextures();
- textureSet.SetTexture( 0u, texture );
- }
-}
-
-void SetRendererTexture( Renderer& renderer, FrameBuffer& frameBuffer )
-{
- if( frameBuffer )
- {
- Texture texture = frameBuffer.GetColorTexture();
- SetRendererTexture( renderer, texture );
- }
-}
-
} // namespace
namespace Dali
Actor self( Self() );
mBlurStrengthPropertyIndex = self.RegisterProperty( "blurStrength", 0.f );
+
+ DevelControl::SetAccessibilityConstructor( self, []( Dali::Actor actor ) {
+ return std::unique_ptr< Dali::Accessibility::Accessible >(
+ new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::FILLER ) );
+ } );
}
void SuperBlurView::SetTexture( Texture texture )
GAUSSIAN_BLUR_BELL_CURVE_WIDTH + GAUSSIAN_BLUR_BELL_CURVE_WIDTH_INCREMENTATION*static_cast<float>(idx),
GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT,
GAUSSIAN_BLUR_DOWNSAMPLE_WIDTH_SCALE, GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE, true );
- mGaussianBlurView[idx].SetParentOrigin(ParentOrigin::CENTER);
- mGaussianBlurView[idx].SetSize(mTargetSize);
+ mGaussianBlurView[idx].SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
+ mGaussianBlurView[idx].SetProperty( Actor::Property::SIZE, mTargetSize );
Stage::GetCurrent().Add( mGaussianBlurView[idx] );
mGaussianBlurView[idx].SetUserImageAndOutputRenderTarget( texture, mBlurredImage[idx] );
Control::OnSizeSet( targetSize );
}
-void SuperBlurView::OnStageConnection( int depth )
+void SuperBlurView::OnSceneConnection( int depth )
{
if( mTargetSize == Vector2::ZERO )
{
return;
}
- // Exception to the rule, chaining up first ensures visuals have SetOnStage called to create their renderers
- Control::OnStageConnection( depth );
+ // Exception to the rule, chaining up first ensures visuals have SetOnScene called to create their renderers
+ Control::OnSceneConnection( depth );
Actor self = Self();
}
}
-void SuperBlurView::OnStageDisconnection()
+void SuperBlurView::OnSceneDisconnection()
{
for(unsigned int i=0; i<mBlurLevels+1;i++)
{
mRenderers[i].Reset();
}
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
Vector3 SuperBlurView::GetNaturalSize()