/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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/devel-api/rendering/renderer.h>
+#include <dali/devel-api/images/texture-set-image.h>
+#include <dali/public-api/rendering/renderer.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h>
+#include <dali-toolkit/devel-api/controls/gaussian-blur-view/gaussian-blur-view.h>
#include <cstdio>
#include <iostream>
// INTERNAL INCLUDES
#include "shared/view.h"
+#include "shared/utility.h"
using namespace Dali;
using namespace Dali::Toolkit;
"Context recovery" );
Size stageSize = stage.GetSize();
- Image backgroundImage = ResourceImage::New( BACKGROUND_IMAGE, Dali::ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
- ImageView backgroundActor = ImageView::New( backgroundImage );
+ ImageView backgroundActor = ImageView::New( BACKGROUND_IMAGE, Dali::ImageDimensions( stageSize.x, stageSize.y ) );
backgroundActor.SetParentOrigin( ParentOrigin::CENTER );
mContentLayer.Add(backgroundActor);
logoLayoutActor.SetScale(0.5f);
backgroundActor.Add(logoLayoutActor);
- Image image = ResourceImage::New(LOGO_IMAGE);
- ImageView imageView = ImageView::New(image);
+ ImageView imageView = ImageView::New( LOGO_IMAGE );
imageView.SetName("daliLogo");
imageView.SetParentOrigin(ParentOrigin::CENTER);
imageView.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
logoLayoutActor.Add(imageView);
ImageView mirrorImageView = CreateBlurredMirrorImage(LOGO_IMAGE);
- mirrorImageView.SetParentOrigin(ParentOrigin::CENTER);
- mirrorImageView.SetAnchorPoint(AnchorPoint::TOP_CENTER);
+ mirrorImageView.SetParentOrigin(ParentOrigin::TOP_CENTER);
+ mirrorImageView.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
logoLayoutActor.Add(mirrorImageView);
AddBubbles( backgroundActor, stage.GetSize());
void NewWindowController::AddBubbles( Actor& parentActor, const Vector2& stageSize)
{
mEmitter = Toolkit::BubbleEmitter::New( stageSize,
- ResourceImage::New( DEMO_IMAGE_DIR "bubble-ball.png" ),
+ DemoHelper::LoadImage( DEMO_IMAGE_DIR "bubble-ball.png" ),
200, Vector2( 5.0f, 5.0f ) );
- Image background = ResourceImage::New(BACKGROUND_IMAGE);
+ Image background = DemoHelper::LoadImage(BACKGROUND_IMAGE);
mEmitter.SetBackground( background, Vector3(0.5f, 0.f,0.5f) );
mEmitter.SetBubbleDensity( 9.f );
Actor bubbleRoot = mEmitter.GetRootActor();
colorMeshActor.SetName("ColorMeshActor");
// Create a textured mesh
- Image effectImage = ResourceImage::New(EFFECT_IMAGE);
+ Texture effectTexture = DemoHelper::LoadTexture(EFFECT_IMAGE);
Shader shaderTextureMesh = Shader::New( VERTEX_TEXTURE_MESH, FRAGMENT_TEXTURE_MESH );
TextureSet textureSet = TextureSet::New();
- textureSet.SetImage( 0u, effectImage );
+ textureSet.SetTexture( 0u, effectTexture );
Renderer textureMeshRenderer = Renderer::New( meshGeometry, shaderTextureMesh );
textureMeshRenderer.SetTextures( textureSet );
Property::Map map;
map[ "shader" ] = customShader;
- Image baseImage = ResourceImage::New(BASE_IMAGE);
- ImageView blendActor = ImageView::New( baseImage );
+ ImageView blendActor = ImageView::New( BASE_IMAGE );
blendActor.SetProperty( ImageView::Property::IMAGE, map );
blendActor.RegisterProperty( "alpha", 0.5f );
blendActor.SetSize(140, 140);
parentActor.Add(blendActor);
- blendActor.GetRendererAt(0u).GetTextures().SetImage( 1u, fb2 );
+ TextureSet textureSet = blendActor.GetRendererAt(0u).GetTextures();
+ TextureSetImage( textureSet, 1u, fb2 );
}
void NewWindowController::AddTextLabel( Actor& parentActor )
ImageView NewWindowController::CreateBlurredMirrorImage(const char* imageName)
{
- Image image = ResourceImage::New(imageName);
+ Image image = DemoHelper::LoadImage(imageName);
- Uint16Pair intFboSize = ResourceImage::GetImageSize(imageName);
- Vector2 FBOSize = Vector2( intFboSize.GetWidth(), intFboSize.GetHeight() );
+ Vector2 FBOSize = Vector2( image.GetWidth(), image.GetHeight() );
FrameBufferImage fbo = FrameBufferImage::New( FBOSize.width, FBOSize.height, Pixel::RGBA8888);
GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true);
vertices.SetData( vertexData, 5 );
// Specify all the faces
- unsigned int indexData[12] = { 0,1,3,0,2,4,0,3,4,0,2,1 };
- Property::Map indexFormat;
- indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat );
- indices.SetData( indexData, 12 );
+ unsigned short indexData[12] = { 0,1,3,0,2,4,0,3,4,0,2,1 };
// Create the geometry object
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertices );
- geometry.SetIndexBuffer( indices );
+ geometry.SetIndexBuffer( &indexData[0], 12 );
return geometry;
}