uniform sampler2D sTexture;\n
uniform mediump vec4 uAtlasRect;\n
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
mediump vec2 texCoord = clamp( mix( uAtlasRect.xy, uAtlasRect.zw, vTexCoord ), uAtlasRect.xy, uAtlasRect.zw );\n
- gl_FragColor = texture2D( sTexture, texCoord ) * uColor * mixColor;\n
+ gl_FragColor = texture2D( sTexture, texCoord ) * uColor * vec4( mixColor, opacity );\n
}\n
);
map.Insert( Toolkit::TextVisual::Property::ENABLE_MARKUP, mController->IsMarkupProcessorEnabled() );
}
+void TextVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+ map.Clear();
+ map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::TEXT );
+ std::string text;
+ mController->GetText( text );
+ map.Insert( Toolkit::TextVisual::Property::TEXT, text );
+}
+
+
TextVisual::TextVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
mController( Text::Controller::New() ),
mImpl->mRenderer.SetTextures( textureSet );
control.AddRenderer( mImpl->mRenderer );
+
+ // Text rendered and ready to display
+ ResourceReady();
}
}
}