if( propertyValue.GetType() == Property::MAP )
{
Dali::Property::Map* map = propertyValue.GetMap();
- if( map )
+ std::string vertex;
+ std::string fragment;
+ Dali::Shader::ShaderHints hints(Dali::Shader::HINT_NONE);
+
+ if( Property::Value* value = map->Find("vertex") )
+ {
+ vertex = value->Get<std::string>();
+ }
+
+ if( Property::Value* value = map->Find("fragment") )
{
- std::string vertex;
- std::string fragment;
- Dali::Shader::ShaderHints hints(Dali::Shader::HINT_NONE);
-
- if( Property::Value* value = map->Find("vertex") )
- {
- vertex = value->Get<std::string>();
- }
-
- if( Property::Value* value = map->Find("fragment") )
- {
- fragment = value->Get<std::string>();
- }
-
- if( Property::Value* value = map->Find("hints") )
- {
- static_cast<void>( // ignore return
- Scripting::GetEnumeration< Dali::Shader::ShaderHints >(value->Get<std::string>().c_str(),
- ShaderHintsTable, ShaderHintsTableSize, hints)
- );
- }
-
- Initialize(vertex, fragment, hints );
+ fragment = value->Get<std::string>();
}
+
+ if( Property::Value* value = map->Find("hints") )
+ {
+ static_cast<void>( // ignore return
+ Scripting::GetEnumeration< Dali::Shader::ShaderHints >(value->Get<std::string>().c_str(),
+ ShaderHintsTable, ShaderHintsTableSize, hints)
+ );
+ }
+
+ Initialize(vertex, fragment, hints );
}
else
{
namespace Random
{
-namespace
-{
- __thread unsigned int seed;
-}
-
/**
* @brief Returns a random number between f0 and f1.
*
*/
inline float Range(float f0, float f1)
{
- seed = time(NULL);
float min = std::min(f0, f1);
float max = std::max(f0, f1);
- return min + (rand_r(&seed) & 0xfff) * (max-min) * (1.0f/4095.0f);
+ return min + (rand() & 0xfff) * (max-min) * (1.0f/4095.0f);
}
/**