X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali-toolkit%2Fdali-toolkit-test-utils%2Ftest-actor-utils.cpp;h=32bccddd193dcb7f0a8f6c6f2096a2c070ec6c71;hb=34f7cced1591af6210b1c9d2a9c0b7f9845fb4f1;hp=5a8a5d1fb10e4a0f6671de8f03cb26273755e944;hpb=24599f0aed006ccf0e2f20b92334b649f46c94d2;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp index 5a8a5d1..32bccdd 100644 --- a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp +++ b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -21,7 +21,6 @@ // EXTERNAL INCLUDES #include #include -#include // INTERNAL INCLUDES #include "mesh-builder.h" @@ -31,6 +30,7 @@ namespace Dali namespace { + const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform mediump mat4 uMvpMatrix;\n @@ -57,15 +57,15 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( Actor CreateRenderableActor() { - return CreateRenderableActor( Image(), VERTEX_SHADER, FRAGMENT_SHADER ); + return CreateRenderableActor( Texture(), VERTEX_SHADER, FRAGMENT_SHADER ); } -Actor CreateRenderableActor( Image texture ) +Actor CreateRenderableActor( Texture texture ) { return CreateRenderableActor( texture, VERTEX_SHADER, FRAGMENT_SHADER ); } -Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader ) +Actor CreateRenderableActor( Texture texture, const std::string& vertexShader, const std::string& fragmentShader ) { // Create the geometry Geometry geometry = CreateQuadGeometry(); @@ -84,33 +84,48 @@ Actor CreateRenderableActor( Image texture, const std::string& vertexShader, con if( texture ) { TextureSet textureSet = TextureSet::New(); - TextureSetImage( textureSet, 0u, texture ); + textureSet.SetTexture( 0u, texture ); renderer.SetTextures( textureSet ); // Set actor to the size of the texture if set - actor.SetSize( texture.GetWidth(), texture.GetHeight() ); + actor.SetProperty( Actor::Property::SIZE, Vector2( texture.GetWidth(), texture.GetHeight() ) ); } return actor; } -Image GetTexture( Actor actor ) +Actor CreateRenderableActor( Image texture ) +{ + return CreateRenderableActor( texture, VERTEX_SHADER, FRAGMENT_SHADER ); +} + +Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader ) { - Image image; - if( actor && actor.GetRendererCount() ) + // Create the geometry + Geometry geometry = CreateQuadGeometry(); + + // Create Shader + Shader shader = Shader::New( vertexShader, fragmentShader ); + + // Create renderer from geometry and material + Renderer renderer = Renderer::New( geometry, shader ); + + // Create actor and set renderer + Actor actor = Actor::New(); + actor.AddRenderer( renderer ); + + // If we a texture, then create a texture-set and add to renderer + if( texture ) { - Renderer renderer = actor.GetRendererAt( 0u ); - if( renderer ) - { - TextureSet textureSet = renderer.GetTextures(); - if( textureSet && textureSet.GetTextureCount() ) - { - image = TextureGetImage( textureSet, 0u ); - } - } + TextureSet textureSet = TextureSet::New(); + TextureSetImage( textureSet, 0u, texture ); + renderer.SetTextures( textureSet ); + + // Set actor to the size of the texture if set + actor.SetProperty( Actor::Property::SIZE, Vector2( texture.GetWidth(), texture.GetHeight() ) ); } - return image; + return actor; } } // namespace Dali