X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ftransition-effects%2Fcube-transition-effect-impl.cpp;h=bd52a8bccd9c16a011f3b57a44d5454f1220f709;hb=e4d638dd0b325673bbd504aef409676fc5593a9d;hp=d1512906bd87e3f9cf398df12b329c4be5e6a4cb;hpb=c01f2590ed7bb00d9b3600511d08dc420261ed46;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp b/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp index d151290..bd52a8b 100644 --- a/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp +++ b/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp @@ -22,10 +22,11 @@ #include // for strcmp #include #include -#include #include // INTERNAL INCLUDES +#include +#include #include namespace Dali @@ -47,38 +48,6 @@ DALI_SIGNAL_REGISTRATION( Toolkit, CubeTransitionEffect, "transitionCompleted", DALI_TYPE_REGISTRATION_END() -const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - varying mediump vec2 vTexCoord;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - uniform mediump vec4 uTextureRect;\n - \n - void main()\n - {\n - mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n - vertexPosition.xyz *= uSize;\n - vertexPosition = uMvpMatrix * vertexPosition;\n - \n - vTexCoord = aPosition + vec2(0.5);\n - vTexCoord = mix(uTextureRect.xy, uTextureRect.zw, vTexCoord);\n - - gl_Position = vertexPosition;\n - }\n -); - -const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( - varying mediump vec2 vTexCoord;\n - uniform sampler2D sTexture;\n - uniform lowp vec4 uColor;\n - uniform lowp vec4 uSamplerRect; - \n - void main()\n - {\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n - }\n -); - Actor CreateTile( const Vector4& samplerRect ) { Actor tile = Actor::New(); @@ -114,7 +83,7 @@ void CubeTransitionEffect::SetTargetRight( unsigned int idx ) mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.x * 0.5f ); mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 1.f, 0.5f, 0.5f) ); - mTargetTiles[ idx ].SetOrientation( Degree( 90.f ), Vector3::YAXIS ); + mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.f ), Vector3::YAXIS ) ); } void CubeTransitionEffect::SetTargetLeft( unsigned int idx ) @@ -124,7 +93,7 @@ void CubeTransitionEffect::SetTargetLeft( unsigned int idx ) mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.x * 0.5f ); mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.f, 0.5f, 0.5f) ); - mTargetTiles[ idx ].SetOrientation( Degree( -90.f ), Vector3::YAXIS ); + mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.f ), Vector3::YAXIS ) ); } void CubeTransitionEffect::SetTargetBottom( unsigned int idx ) @@ -134,7 +103,7 @@ void CubeTransitionEffect::SetTargetBottom( unsigned int idx ) mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.y * 0.5f ); mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 0.f, 0.5f) ); - mTargetTiles[ idx ].SetOrientation( Degree( 90.f ), Vector3::XAXIS ); + mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( 90.f ), Vector3::XAXIS ) ); } void CubeTransitionEffect::SetTargetTop( unsigned int idx ) @@ -144,7 +113,7 @@ void CubeTransitionEffect::SetTargetTop( unsigned int idx ) mBoxes[ idx ].SetProperty(Actor::Property::PARENT_ORIGIN_Z, 1.0f - mTileSize.y * 0.5f ); mTargetTiles[ idx ].SetProperty( Actor::Property::PARENT_ORIGIN, Vector3( 0.5f, 1.f, 0.5f) ); - mTargetTiles[ idx ].SetOrientation( Degree( -90.f ), Vector3::XAXIS ); + mTargetTiles[ idx ].SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( -90.f ), Vector3::XAXIS ) ); } void CubeTransitionEffect::OnRelayout( const Vector2& size, RelayoutContainer& container ) @@ -244,10 +213,10 @@ void CubeTransitionEffect::Initialize() OnInitialize(); } -void CubeTransitionEffect::OnStageConnection( int depth ) +void CubeTransitionEffect::OnSceneConnection( int depth ) { Geometry geometry = VisualFactoryCache::CreateQuadGeometry(); - Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); + Shader shader = Shader::New( SHADER_CUBE_TRANSITION_EFFECT_VERT, SHADER_CUBE_TRANSITION_EFFECT_FRAG ); TextureSet textureSet = TextureSet::New(); @@ -261,10 +230,10 @@ void CubeTransitionEffect::OnStageConnection( int depth ) mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth ); Self().AddRenderer( mCurrentRenderer ); - Control::OnStageConnection( depth ); + Control::OnSceneConnection( depth ); } -void CubeTransitionEffect::OnStageDisconnection() +void CubeTransitionEffect::OnSceneDisconnection() { if( mCurrentRenderer ) { @@ -286,7 +255,7 @@ void CubeTransitionEffect::OnStageDisconnection() mTargetRenderer.Reset(); } - Control::OnStageDisconnection(); + Control::OnSceneDisconnection(); } void CubeTransitionEffect::SetTransitionDuration( float duration )