// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/object/handle-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/border-visual-properties.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
uniform mediump vec3 uSize;\n
uniform mediump float borderSize;\n
\n
+
+ //Visual size and offset
+ uniform mediump vec2 offset;\n
+ uniform mediump vec2 size;\n
+ uniform mediump vec4 offsetSizeMode;\n
+ uniform mediump vec2 origin;\n
+ uniform mediump vec2 anchorPoint;\n
+
+ vec2 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
+ return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;\n
+ }\n
+
void main()\n
{\n
- vec2 position = aPosition*uSize.xy + aDrift*borderSize;\n
+ vec2 position = ComputeVertexPosition() + aDrift*borderSize;\n
gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
}\n
);
);
}
-BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache )
+BorderVisualPtr BorderVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties )
{
- return new BorderVisual( factoryCache );
+ BorderVisualPtr borderVisualPtr( new BorderVisual( factoryCache ) );
+ borderVisualPtr->SetProperties( properties );
+ return borderVisualPtr;
}
BorderVisual::BorderVisual( VisualFactoryCache& factoryCache )
{
}
-void BorderVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void BorderVisual::DoSetProperties( const Property::Map& propertyMap )
{
Property::Value* color = propertyMap.Find( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME );
if( !( color && color->Get(mBorderColor) ) )
{
InitializeRenderer();
- mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
+ mBorderColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
if( mBorderColor.a < 1.f || mAntiAliasing)
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
- mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
+ mBorderSizeIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
actor.AddRenderer( mImpl->mRenderer );
}
void BorderVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::BORDER );
+ map.Insert( DevelVisual::Property::TYPE, Toolkit::Visual::BORDER );
map.Insert( Toolkit::BorderVisual::Property::COLOR, mBorderColor );
map.Insert( Toolkit::BorderVisual::Property::SIZE, mBorderSize );
map.Insert( Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing );
}
-void BorderVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
-{
- // TODO
-}
-
-Dali::Property::Value BorderVisual::DoGetProperty( Dali::Property::Index index )
+void BorderVisual::OnSetTransform()
{
- // TODO
- return Dali::Property::Value();
+ if( mImpl->mRenderer )
+ {
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ }
}
void BorderVisual::InitializeRenderer()
Shader shader = GetBorderShader();
mImpl->mRenderer = Renderer::New( geometry, shader );
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+
}
void BorderVisual::SetBorderColor(const Vector4& color)