#define DALI_TOOLKIT_INTERNAL_COLOR_VISUAL_H
/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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 <dali/public-api/common/intrusive-ptr.h>
+
// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
+class ColorVisual;
+typedef IntrusivePtr<ColorVisual> ColorVisualPtr;
/**
* The visual which renders a solid color to the control's quad
* |-----------------|-------------|
* | mixColor | VECTOR4 |
*/
-class ColorVisual: public Visual::Base
+class ColorVisual : public Visual::Base
{
public:
+ /**
+ * @brief Create a new color visual.
+ *
+ * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+ * @param[in] properties A Property::Map containing settings for this visual
+ * @return A smart-pointer to the newly allocated visual.
+ */
+ static ColorVisualPtr New(VisualFactoryCache& factoryCache, const Property::Map& properties);
+public: // from Visual
+ /**
+ * @copydoc Visual::Base::CreatePropertyMap
+ */
+ void DoCreatePropertyMap(Property::Map& map) const override;
+
+ /**
+ * @copydoc Visual::Base::CreateInstancePropertyMap
+ */
+ void DoCreateInstancePropertyMap(Property::Map& map) const override;
+
+protected:
/**
* @brief Constructor.
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
*/
- ColorVisual( VisualFactoryCache& factoryCache );
+ ColorVisual(VisualFactoryCache& factoryCache);
/**
* @brief A reference counted object may only be deleted by calling Unreference().
*/
virtual ~ColorVisual();
-public: // from Visual
-
/**
- * @copydoc Visual::Base::SetSize
+ * @copydoc Visual::Base::OnInitialize
*/
- virtual void SetSize( const Vector2& size );
+ void OnInitialize() override;
/**
- * @copydoc Visual::Base::CreatePropertyMap
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
+ void DoSetProperties(const Property::Map& propertyMap) override;
/**
- * @copydoc Visual::Base::DoSetProperty
+ * @copydoc Visual::Base::DoSetOnScene
*/
- virtual void DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
+ void DoSetOnScene(Actor& actor) override;
/**
- * @copydoc Visual::Base::DoGetProperty
+ * @copydoc Visual::Base::DoSetOffScene
*/
- virtual Dali::Property::Value DoGetProperty( Dali::Property::Index index );
-
-protected:
+ void DoSetOffScene(Actor& actor) override;
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::OnSetTransform
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ void OnSetTransform() override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::OnDoAction
*/
- virtual void DoSetOnStage( Actor& actor );
+ void OnDoAction(const Property::Index actionId, const Property::Value& attributes) override;
-public:
+ /**
+ * @copydoc Visual::Base::UpdateShader
+ */
+ void UpdateShader() override;
/**
- * Set the color for rendering.
- * @param[in] color The color to be rendered.
+ * @copydoc Visual::Base::OnGetPropertyObject
*/
- void SetColor( const Vector4& color );
+ Dali::Property OnGetPropertyObject(Dali::Property::Key key) override;
private:
/**
- * @brief Initialize the renderer with the geometry and shader from the cache, if not available, create and save to the cache for sharing.
+ * @brief Get a shader for the current properties.
+ * @return The shader for the current properties.
*/
- void InitializeRenderer();
+ Shader GetShader();
private:
-
// Undefined
- ColorVisual( const ColorVisual& colorRenderer );
+ ColorVisual(const ColorVisual& colorRenderer);
// Undefined
- ColorVisual& operator=( const ColorVisual& colorRenderer );
+ ColorVisual& operator=(const ColorVisual& colorRenderer);
private:
-
- Vector4 mMixColor;
- Property::Index mMixColorIndex;
-
+ float mBlurRadius; ///< The blur radius
+ Property::Index mBlurRadiusIndex; ///< The blur radius property index
+ bool mNeedBlurRadius; ///< Whether we need the blur radius in shader.
};
} // namespace Internal