void DaliTableView::SetupBackground( Actor bubbleContainer, Actor backgroundLayer, const Vector2& size )
{
// Create distance field shape.
- BitmapImage distanceField;
+ BufferImage distanceField;
Size imageSize( 512, 512 );
CreateShapeImage( CIRCLE, imageSize, distanceField );
AddBackgroundActors( bubbleContainer, NUM_BACKGROUND_IMAGES, distanceField, size );
}
-void DaliTableView::AddBackgroundActors( Actor layer, int count, BitmapImage distanceField, const Dali::Vector2& size )
+void DaliTableView::AddBackgroundActors( Actor layer, int count, BufferImage distanceField, const Dali::Vector2& size )
{
for( int i = 0; i < count; ++i )
{
}
}
-void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BitmapImage& distanceFieldOut )
+void DaliTableView::CreateShapeImage( ShapeType shapeType, const Size& size, BufferImage& distanceFieldOut )
{
// this bitmap will hold the alpha map for the distance field shader
- distanceFieldOut = BitmapImage::New( size.width, size.height, Pixel::A8 );
+ distanceFieldOut = BufferImage::New( size.width, size.height, Pixel::A8 );
// Generate bit pattern
std::vector< unsigned char > imageDataA8;
* @param[in] distanceField The distance field bitmap to use
* @param[in] size The size of the actor
*/
- void AddBackgroundActors( Dali::Actor layer, int count, Dali::BitmapImage distanceField, const Dali::Vector2& size );
+ void AddBackgroundActors( Dali::Actor layer, int count, Dali::BufferImage distanceField, const Dali::Vector2& size );
/**
* Create a bitmap with the specified shape and also output a distance field
*
* @param[in] shapeType The shape to generate
* @param[in] size The size of the bitmap to create
- * @param[out] imageOut The return bitmap
* @param[out] distanceFieldOut The return depth field alpha map
*/
- void CreateShapeImage( ShapeType shapeType, const Dali::Size& size, Dali::BitmapImage& distanceFieldOut );
+ void CreateShapeImage( ShapeType shapeType, const Dali::Size& size, Dali::BufferImage& distanceFieldOut );
/**
* Generate a square bit pattern and depth field
SetLayoutImage();
// Store one 1x1 white image for multiple items to share for backgrounds:
- mWhiteImage = BitmapImage::WHITE();
+ mWhiteImage = BufferImage::WHITE();
}
Actor OnKeyboardPreFocusChange( Actor current, Actor proposed, Control::KeyboardFocusNavigationDirection direction )
unsigned int mAlphaFuncIndex;
TextView mAlphaFunctionText;
- BitmapImage mWhiteImage;
+ BufferImage mWhiteImage;
};
void RunTest(Application& app)