X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fshadow-view%2Fshadow-view-impl.cpp;h=88e8599ec70ed528389aad55dfe7ab650837d831;hb=47ae9e13f871657b580640a38bf48ae059ea380a;hp=fbc2e1c7b5e0cf91edc4efe5c83b9f6de3fc228e;hpb=e2eda444afbe82e9591fe198eef339227f90a616;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 fbc2e1c..88e8599 100644 --- a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp +++ b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp @@ -1,18 +1,19 @@ -// -// Copyright (c) 2014 Samsung Electronics Co., Ltd. -// -// Licensed under the Flora License, Version 1.0 (the License); -// you may not use this file except in compliance with the License. -// You may obtain a copy of the License at -// -// http://floralicense.org/license/ -// -// Unless required by applicable law or agreed to in writing, software -// distributed under the License is distributed on an AS IS BASIS, -// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -// See the License for the specific language governing permissions and -// limitations under the License. -// +/* + * Copyright (c) 2014 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. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + * + */ // CLASS HEADER #include "shadow-view-impl.h" @@ -20,11 +21,16 @@ // EXTERNAL INCLUDES #include #include +#include +#include +#include +#include +#include +#include // INTERNAL INCLUDES #include #include -#include // TODO: // pixel format / size - set from JSON @@ -116,7 +122,7 @@ struct EqualToConstraintMatrix } // namespace ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale ) -: ControlImpl( false ), // doesn't require touch events +: Control( CONTROL_BEHAVIOUR_NONE ), mChildrenRoot(Actor::New()), mCachedShadowColor(DEFAULT_SHADOW_COLOR), mCachedBackgroundColor(DEFAULT_SHADOW_COLOR.r, DEFAULT_SHADOW_COLOR.g, DEFAULT_SHADOW_COLOR.b, 0.0f), @@ -176,9 +182,9 @@ void ShadowView::SetShadowPlane(Actor shadowPlane) ConstrainCamera(); - mShadowPlane.ApplyConstraint( Constraint::New( Actor::SIZE, Source( mShadowPlaneBg, Actor::SIZE ), EqualToConstraint() ) ); + mShadowPlane.SetSizeMode( SIZE_EQUAL_TO_PARENT ); - mBlurRootActor.ApplyConstraint( Constraint::New( Actor::SIZE, Source( mShadowPlane, Actor::SIZE ), EqualToConstraint() ) ); + mBlurRootActor.SetSizeMode( SIZE_EQUAL_TO_PARENT ); } void ShadowView::SetPointLight(Actor pointLight) @@ -233,16 +239,17 @@ void ShadowView::OnInitialize() { // root actor to parent all user added actors. Used as source actor for shadow render task. mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION ); - mChildrenRoot.ApplyConstraint(Constraint::New( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() )); + mChildrenRoot.SetSizeMode( SIZE_EQUAL_TO_PARENT ); Vector2 stageSize = Stage::GetCurrent().GetSize(); mCameraActor = CameraActor::New(stageSize); + mCameraActor.SetParentOrigin( 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.SetInvertYAxis(false); + mCameraActor.SetRotation(Radian(Degree(180)), Vector3::YAXIS); mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION); mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE, @@ -308,15 +315,15 @@ void ShadowView::ConstrainCamera() // is under control of application, can't use transform inheritance) Constraint cameraOrientationConstraint = - Constraint::New ( Actor::ROTATION, - Source( mShadowPlane, Actor::WORLD_POSITION ), - Source( mPointLight, Actor::WORLD_POSITION ), - Source( mShadowPlane, Actor::WORLD_ROTATION ), + Constraint::New ( Actor::Property::Rotation, + Source( mShadowPlane, Actor::Property::WorldPosition ), + Source( mPointLight, Actor::Property::WorldPosition ), + Source( mShadowPlane, Actor::Property::WorldRotation ), &LookAt ); mCameraActor.ApplyConstraint( cameraOrientationConstraint ); - Constraint pointLightPositionConstraint = Constraint::New( Actor::POSITION, Source( mPointLight, Actor::WORLD_POSITION ), EqualToConstraint() ); + Constraint pointLightPositionConstraint = Constraint::New( Actor::Property::Position, Source( mPointLight, Actor::Property::WorldPosition ), EqualToConstraint() ); mCameraActor.ApplyConstraint( pointLightPositionConstraint ); } @@ -364,8 +371,8 @@ void ShadowView::SetShaderConstants() Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME); Property::Index lightCameraViewMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME); - Constraint projectionMatrixConstraint = Constraint::New( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::PROJECTION_MATRIX ), EqualToConstraintMatrix()); - Constraint viewMatrixConstraint = Constraint::New( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::VIEW_MATRIX ), EqualToConstraintMatrix()); + Constraint projectionMatrixConstraint = Constraint::New( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ProjectionMatrix ), EqualToConstraintMatrix()); + Constraint viewMatrixConstraint = Constraint::New( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ViewMatrix ), EqualToConstraintMatrix()); mShadowRenderShader.ApplyConstraint(projectionMatrixConstraint); mShadowRenderShader.ApplyConstraint(viewMatrixConstraint);