[global::System.Runtime.InteropServices.DllImport(NDalicPINVOKE.Lib, EntryPoint = "CSharp_Dali_VisualFactory_CreateVisual__SWIG_0")]
public static extern global::System.IntPtr CreateVisual(global::System.Runtime.InteropServices.HandleRef jarg1, global::System.Runtime.InteropServices.HandleRef jarg2);
+ [global::System.Runtime.InteropServices.DllImport(NDalicPINVOKE.Lib, EntryPoint = "CSharp_Dali_VisualFactory_AddPrecompileShader")]
+ public static extern bool AddPrecompileShader(global::System.Runtime.InteropServices.HandleRef jarg1, global::System.Runtime.InteropServices.HandleRef jarg2);
+
[global::System.Runtime.InteropServices.DllImport(NDalicPINVOKE.Lib, EntryPoint = "CSharp_Dali_VisualFactory_UsePreCompiledShader")]
public static extern void UsePreCompiledShader(global::System.Runtime.InteropServices.HandleRef jarg1);
}
Interop.VisualFactory.UsePreCompiledShader(SwigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
+
+ /// <summary>
+ /// Adds a list of pre-compiled shaders to the visual factory.
+ /// </summary>
+ ///
+ /// This API allows you to add the desired precompile shader to the list.
+ /// you can set it through PropertyMap.
+ /// you need to know the values for setting well to use them, so please refer to the explanation below.
+ ///
+ /// The property map consists of string keys.
+ ///
+ /// - shaderType: Set the desired shader type. we provides these type: "image","text","color","3d" and "custom"
+ /// - shaderOption(propertyMap): Set the desired shader option. we provides these flag: we provides a lot of shader options, so user need to check proper shader option.
+ /// - vertexShader: Set the vertext shader that user want. this is for custom shader.
+ /// - fragmentShader: Set the fragment shader that user want. this is for custom shader.
+ /// - shaderName: if user want to set shader name, use this. this is for custom shader.(optional)
+ ///
+ /// (example)
+ /// PropertyMap imageShader = new PropertyMap();
+ /// imageShader.Add("shaderType", new PropertyValue("image"));
+ /// imageShader.Add("shaderOption", new PropertyValue(new PropertyMap().Add("ROUNDED_CORNER", new PropertyValue(true))
+ /// .Add("MASKING", new PropertyValue(true))));
+ ///
+ /// PropertyMap textShader = new PropertyMap();
+ /// textShader.Add("shaderType", new PropertyValue("text"));
+ ///
+ /// VisualFactory.Instance.AddPrecompileShader(imageShader);
+ /// VisualFactory.Instance.AddPrecompileShader(textShader);
+ /// VisualFactory.Instance.UsePreCompiledShader();
+ ///
+ /// <param name="option">The map contains the shader option for precompiling.</param>
+ /// <return>True if the pre-compiled shader is added, otherwise false.</return>
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public bool AddPrecompileShader(PropertyMap option)
+ {
+ bool result = false;
+ result = Interop.VisualFactory.AddPrecompileShader(SwigCPtr, PropertyMap.getCPtr(option));
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ return result;
+ }
}
}