namespace
{
-const char * const COLOR_NAME("mixColor");
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
- uniform lowp vec4 mixColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
\n
void main()\n
{\n
- gl_FragColor = mixColor*uColor;\n
+ gl_FragColor = vec4(mixColor, opacity)*uColor;\n
}\n
);
}
}
ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache ),
- mMixColorIndex( Property::INVALID_INDEX )
+: Visual::Base( factoryCache )
{
}
void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
{
- Property::Value* color = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME );
- if( !( color && color->Get(mMixColor) ) )
+ // By virtue of DoSetProperties being called last, this will override
+ // anything set by DevelVisual::Property::MIX_COLOR
+ Property::Value* colorValue = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR );
+ if( colorValue )
{
- DALI_LOG_ERROR( "Fail to provide a color to the ColorVisual object\n" );
+ Vector4 color;
+ if( colorValue->Get( color ) )
+ {
+ Property::Type type = colorValue->GetType();
+ if( type == Property::VECTOR4 )
+ {
+ SetMixColor( color );
+ }
+ else if( type == Property::VECTOR3 )
+ {
+ Vector3 color3(color);
+ SetMixColor( color3 );
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR("ColorVisual: mixColor property has incorrect type\n");
+ }
}
}
InitializeRenderer();
actor.AddRenderer( mImpl->mRenderer );
+
+ // Color Visual generated and ready to display
+ ResourceReady();
}
void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::COLOR );
- map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mMixColor );
+ map.Insert( Toolkit::ColorVisual::Property::MIX_COLOR, mImpl->mMixColor );
}
+void ColorVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+ // Do nothing
+}
+
+
void ColorVisual::OnSetTransform()
{
if( mImpl->mRenderer )
void ColorVisual::InitializeRenderer()
{
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
- {
- geometry = VisualFactoryCache::CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
- }
Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
if( !shader )
mImpl->mRenderer = Renderer::New( geometry, shader );
- mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME, mMixColor );
- if( mMixColor.a < 1.f )
+ // ColorVisual has it's own index key for mix color - use this instead
+ // of using the new base index to avoid changing existing applications
+ // String keys will get to this property.
+ mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
+
+ if( mImpl->mMixColor.a < 1.f )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
- //Register transform properties
+ // Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
}
-void ColorVisual::SetColor(const Vector4& color)
-{
- mMixColor = color;
-
- if( mImpl->mRenderer )
- {
- (mImpl->mRenderer).SetProperty( mMixColorIndex, color );
- if( color.a < 1.f )
- {
- mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
- }
- }
-}
-
} // namespace Internal
} // namespace Toolkit