#include <dali-toolkit/public-api/shader-effects/nine-patch-mask-effect.h>
// EXTERNAL INCLUDES
+#include <dali/public-api/animation/active-constraint.h>
+#include <dali/public-api/animation/constraint.h>
+#include <dali/public-api/object/property-input.h>
#include <dali/public-api/shader-effects/shader-effect.h>
+#include <dali/public-api/images/resource-image.h>
namespace Dali
{
GeometryType( GEOMETRY_TYPE_IMAGE ),
ShaderEffect::GeometryHints( ShaderEffect::HINT_BLENDING ) );
- maskEffect.SetEffectImage( Image::New( maskImage ) );
+ maskEffect.SetEffectImage( ResourceImage::New( maskImage ) );
maskEffect.SetUniform( "uImageSize", Vector2(0,0) /*Constrained to actor size*/ );
maskEffect.ApplyConstraint( Constraint::New<Vector2>( maskEffect.GetPropertyIndex("uImageSize"),
void Apply( ImageActor actor, const std::string& maskImage )
{
- Vector2 maskSize = Image::GetImageSize( maskImage );
+ Vector2 maskSize = ResourceImage::GetImageSize( maskImage );
const float leftRight = (maskSize.width - 1.0f) * 0.5f;
const float topBottom = (maskSize.height - 1.0f) * 0.5f;
void Apply( ImageActor actor, const std::string& maskImage, const Vector4& maskBorder )
{
- Vector2 maskSize = Image::GetImageSize( maskImage );
+ Vector2 maskSize = ResourceImage::GetImageSize( maskImage );
DoApply( actor, maskImage, maskSize, maskBorder );
}