#include <dali/internal/common/blending-options.h>
#include <dali/internal/common/image-sampler.h>
#include <dali/internal/event/actor-attachments/actor-attachment-impl.h>
+#include <dali/internal/event/effects/shader-declarations.h>
namespace Dali
{
{
class RenderableAttachment;
}
-class ShaderEffect;
-typedef IntrusivePtr<ShaderEffect> ShaderEffectPtr;
/**
* An base class for renderable actor attachments
#include <dali/internal/event/actor-attachments/actor-attachment-impl.h>
#include <dali/internal/event/animation/constraint-impl.h>
#include <dali/internal/event/common/projection.h>
-#include <dali/internal/event/effects/shader-effect-impl.h>
#include <dali/internal/update/common/animatable-property.h>
#include <dali/internal/update/common/property-owner-messages.h>
#include <dali/internal/update/nodes/node-messages.h>
return Vector3::ZERO;
}
-void Actor::SetShaderEffect(ShaderEffect& effect)
-{
- // no-op on an Actor
-}
-
-ShaderEffectPtr Actor::GetShaderEffect() const
-{
- return ShaderEffectPtr();
-}
-
-void Actor::RemoveShaderEffect()
-{
-}
-
#ifdef DYNAMICS_SUPPORT
//--------------- Dynamics ---------------
class Actor;
class ActorGestureData;
class RenderTask;
-class ShaderEffect;
-typedef IntrusivePtr<ShaderEffect> ShaderEffectPtr;
struct DynamicsData;
typedef IntrusivePtr<Actor> ActorPtr;
return mSensitive;
}
- // Shader effects, these are virtual so that RenderableActor can override the behaviour.
- // Default actor behaviour is to do nothing, but the API is kept in Actor for convenience.
-
- /**
- * @todo remove when API is cleaned up
- * Sets the shader effect for the Actor.
- * Shader effects provide special effects like rippling and bending.
- * Setting a shader effect removes any shader effect previously set by SetShaderEffect.
- * @param [in] effect The shader effect.
- */
- virtual void SetShaderEffect(ShaderEffect& effect);
-
- /**
- * @todo remove when API is cleaned up
- * Retrieve the shader effect for the Actor.
- * @return The shader effect
- */
- virtual ShaderEffectPtr GetShaderEffect() const;
-
- /**
- * @todo remove when API is cleaned up
- * Removes the current shader effect.
- */
- virtual void RemoveShaderEffect();
-
/**
* @copydoc Dali::Actor::SetDrawMode
*/
#include <dali/public-api/actors/renderable-actor.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/internal/event/actors/actor-impl.h>
+#include <dali/internal/event/effects/shader-declarations.h>
namespace Dali
{
#include <dali/public-api/actors/layer.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/common/dali-common.h>
-#include <dali/public-api/shader-effects/shader-effect.h>
#include <dali/public-api/math/degree.h>
#include <dali/public-api/math/radian.h>
#include <dali/public-api/math/vector2.h>
#include <dali/internal/event/actors/layer-impl.h>
#include <dali/internal/event/actor-attachments/actor-attachment-impl.h>
#include <dali/internal/event/animation/constraint-impl.h>
-#include <dali/internal/event/effects/shader-effect-impl.h>
#include <dali/public-api/dynamics/dynamics-body.h>
#include <dali/public-api/dynamics/dynamics-joint.h>
return GetImplementation(*this).GetCurrentWorldColor();
}
-void Actor::SetInheritShaderEffect(bool inherit)
-{
- // TODO remove this API
- // @deprecated
-}
-
-bool Actor::GetInheritShaderEffect() const
-{
- // TODO remove this API
- // @deprecated
- return false;
-}
-
-void Actor::SetShaderEffect(ShaderEffect effect)
-{
- // TODO remove this API
- GetImplementation(*this).SetShaderEffect(GetImplementation(effect));
-}
-
-ShaderEffect Actor::GetShaderEffect() const
-{
- // TODO remove this API
- return ShaderEffect();
-}
-
-void Actor::RemoveShaderEffect()
-{
- // TODO remove this API
- GetImplementation(*this).RemoveShaderEffect();
-}
-
void Actor::SetDrawMode( DrawMode::Type drawMode )
{
GetImplementation(*this).SetDrawMode( drawMode );
class Quaternion;
class Layer;
struct Radian;
-class ShaderEffect;
struct KeyEvent;
struct TouchEvent;
struct MouseWheelEvent;
*/
Vector4 GetCurrentWorldColor() const;
- // Shader Effects
-
- /**
- * @deprecated call Set/RemoveShaderEffectRecursively if you want to apply the same shader for a tree of actors
- *
- * @param [in] ignored
- */
- void SetInheritShaderEffect(bool ignored);
-
- /**
- * @deprecated functionality no longer supported
- *
- * @return false
- */
- bool GetInheritShaderEffect() const;
-
- /**
- * @deprecated you need to call RenderableActor::SetShaderEffect
- *
- * @param [in] effect The shader effect.
- */
- void SetShaderEffect(ShaderEffect effect);
-
- /**
- * @deprecated you need to call RenderableActor::GetShaderEffect
- *
- * @return The shader effect
- */
- ShaderEffect GetShaderEffect() const;
-
- /**
- * @deprecated you need to call RenderableActor::GetShaderEffect
- */
- void RemoveShaderEffect();
-
/**
* @brief Set how the actor and its children should be drawn.
*
class RenderableActor;
}
+class ShaderEffect;
+
/**
* @brief Face culling modes.
*/