X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbubble-effect%2Fcolor-adjuster.h;h=3f1afb8a4afe586c77288b492fa7c4d5bf08f314;hb=70468ae7ba6b75df1db1063e9b3fcf0313ffd787;hp=ffcce3a0dc228b635597990a023a0743c80e4e33;hpb=67c2962f7cb1a545a6ad10b8147c8558cc6f45ca;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/bubble-effect/color-adjuster.h b/dali-toolkit/internal/controls/bubble-effect/color-adjuster.h index ffcce3a..3f1afb8 100644 --- a/dali-toolkit/internal/controls/bubble-effect/color-adjuster.h +++ b/dali-toolkit/internal/controls/bubble-effect/color-adjuster.h @@ -2,7 +2,7 @@ #define DALI_TOOLKIT_INTERNAL_COLOR_ADJUSTER_H /* - * Copyright (c) 2017 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. @@ -23,22 +23,19 @@ #include // INTERNAL INCLUDES -#include #include +#include namespace Dali { - namespace Toolkit { - namespace Internal { - -inline void SetColorAdjusterProperties( Actor& actor, const Vector3& hsvDelta, bool ignoreAlpha = false ) +inline void SetColorAdjusterProperties(Actor& actor, const Vector3& hsvDelta, bool ignoreAlpha = false) { - actor.RegisterProperty( "uHSVDelta", hsvDelta ); - actor.RegisterProperty( "uIgnoreAlpha", ignoreAlpha ? 1.f : 0.f ); + actor.RegisterProperty("uHSVDelta", hsvDelta); + actor.RegisterProperty("uIgnoreAlpha", ignoreAlpha ? 1.f : 0.f); } /** @@ -51,10 +48,10 @@ inline void SetColorAdjusterProperties( Actor& actor, const Vector3& hsvDelta, b inline Property::Map CreateColorAdjuster() { Property::Map customShader; - customShader[ Toolkit::Visual::Shader::Property::FRAGMENT_SHADER ] = SHADER_BUBBLE_EFFECT_COLOR_ADJUSTER_FRAG.data(); + customShader[Toolkit::Visual::Shader::Property::FRAGMENT_SHADER] = SHADER_BUBBLE_EFFECT_COLOR_ADJUSTER_FRAG.data(); Property::Map map; - map[ Toolkit::Visual::Property::SHADER ] = customShader; + map[Toolkit::Visual::Property::SHADER] = customShader; return map; }