X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fshadow-view%2Fshadow-view-impl.cpp;h=217101b795a082a8f1bdd7ece1da454640ffb0dd;hb=refs%2Fchanges%2F20%2F238520%2F3;hp=02339911872c38c6d2463f0eacae9066516e5bd6;hpb=f3e8b0bf4eba4e2f76294c2ed3d83a4cc9ca4613;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp index 0233991..217101b 100644 --- a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp +++ b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 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. @@ -22,7 +22,7 @@ #include #include #include -#include +#include #include #include #include @@ -155,9 +155,9 @@ void ShadowView::SetShadowPlaneBackground(Actor shadowPlaneBackground) mShadowPlaneBg = shadowPlaneBackground; mShadowPlane = Actor::New(); - mShadowPlane.SetName( "SHADOW_PLANE" ); - mShadowPlane.SetParentOrigin( ParentOrigin::CENTER ); - mShadowPlane.SetAnchorPoint( AnchorPoint::CENTER ); + mShadowPlane.SetProperty( Actor::Property::NAME, "SHADOW_PLANE" ); + mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); + mShadowPlane.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER ); Renderer shadowRenderer = CreateRenderer( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE, Shader::Hint::OUTPUT_IS_TRANSPARENT, Uint16Pair(20,20) ); TextureSet textureSet = shadowRenderer.GetTextures(); textureSet.SetTexture( 0u, mOutputFrameBuffer.GetColorTexture() ); @@ -168,8 +168,8 @@ void ShadowView::SetShadowPlaneBackground(Actor shadowPlaneBackground) // Rather than parent the shadow plane drawable and have constraints to move it to the same // position, instead parent the shadow plane drawable on the shadow plane passed in. mShadowPlaneBg.Add( mShadowPlane ); - mShadowPlane.SetParentOrigin( ParentOrigin::CENTER ); - mShadowPlane.SetZ( 1.0f ); + mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); + mShadowPlane.SetProperty( Actor::Property::POSITION_Z, 1.0f ); ConstrainCamera(); @@ -209,7 +209,7 @@ void ShadowView::SetShadowColor(Vector4 color) void ShadowView::Activate() { - DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Activate()\n" ); + DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Activate()\n" ); // make sure resources are allocated and start the render tasks processing CreateRenderTasks(); @@ -217,7 +217,7 @@ void ShadowView::Activate() void ShadowView::Deactivate() { - DALI_ASSERT_ALWAYS( Self().OnStage() && "ShadowView should be on stage before calling Deactivate()\n" ) + DALI_ASSERT_ALWAYS( Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) && "ShadowView should be on stage before calling Deactivate()\n" ) // stop render tasks processing // Note: render target resources are automatically freed since we set the Image::Unused flag @@ -232,19 +232,19 @@ void ShadowView::Deactivate() void ShadowView::OnInitialize() { // root actor to parent all user added actors. Used as source actor for shadow render task. - mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER ); + mChildrenRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); Vector2 stageSize = Stage::GetCurrent().GetSize(); mCameraActor = CameraActor::New(stageSize); - mCameraActor.SetParentOrigin( ParentOrigin::CENTER ); + mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); // Target is constrained to point at the shadow plane origin mCameraActor.SetNearClippingPlane( 1.0f ); mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position - mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS); - mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION); + mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) ); + mCameraActor.SetProperty( Actor::Property::POSITION, DEFAULT_LIGHT_POSITION ); // Create render targets needed for rendering from light's point of view mSceneFromLightRenderTarget = FrameBuffer::New( stageSize.width, stageSize.height, FrameBuffer::Attachment::NONE ); @@ -268,14 +268,14 @@ void ShadowView::OnInitialize() mBlurFilter.SetPixelFormat( Pixel::RGBA8888 ); mBlurRootActor = Actor::New(); - mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" ); + mBlurRootActor.SetProperty( Actor::Property::NAME, "BLUR_ROOT_ACTOR" ); // Turn off inheritance to ensure filter renders properly - mBlurRootActor.SetParentOrigin( ParentOrigin::CENTER ); - mBlurRootActor.SetInheritPosition( false ); - mBlurRootActor.SetInheritOrientation( false ); - mBlurRootActor.SetInheritScale( false ); - mBlurRootActor.SetColorMode( USE_OWN_COLOR ); + mBlurRootActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); + mBlurRootActor.SetProperty( Actor::Property::INHERIT_POSITION, false ); + mBlurRootActor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false ); + mBlurRootActor.SetProperty( Actor::Property::INHERIT_SCALE, false ); + mBlurRootActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR ); Self().Add( mBlurRootActor );