Remove ImageActor from ObjectProfiler and Emscripten 16/69116/3
authorXiangyin Ma <x1.ma@samsung.com>
Wed, 11 May 2016 16:19:27 +0000 (17:19 +0100)
committerXiangyin Ma <x1.ma@samsung.com>
Mon, 16 May 2016 14:23:19 +0000 (07:23 -0700)
Change-Id: I97b5f8f3ee862f3e61373455c4e32abf5b141a62

adaptors/common/object-profiler.cpp
adaptors/emscripten/main.cpp
adaptors/emscripten/wrappers/dali-wrapper.cpp

index d8a57c5..2a1e71a 100644 (file)
@@ -76,28 +76,6 @@ void ObjectProfiler::DisplayInstanceCounts()
     }
   }
   LogMessage(Debug::DebugInfo, "\n");
-
-  int quadCount = 0;
-
-  // Count number of quads:
-
-  for( InstanceTypes::iterator iter = mInstanceTypes.begin(), end = mInstanceTypes.end(); iter != end; ++iter )
-  {
-    if( iter->second.compare("ImageActor") == 0 )
-    {
-      BaseHandle handle(iter->first);
-      Dali::ImageActor imageActor = Dali::ImageActor::DownCast(handle);
-      if( imageActor )
-      {
-        if( imageActor.GetStyle() == Dali::ImageActor::STYLE_QUAD )
-        {
-          quadCount++;
-        }
-      }
-    }
-  }
-
-  LogMessage(Debug::DebugInfo, "Number of image actors using Quad style: %d\n", quadCount);
 }
 
 bool ObjectProfiler::OnTimeout()
@@ -167,7 +145,6 @@ int ObjectProfiler::GetMemorySize(const std::string& name, int count)
       { "Actor", ACTOR_MEMORY_SIZE },
       { "Layer", LAYER_MEMORY_SIZE },
       { "CameraActor", CAMERA_ACTOR_MEMORY_SIZE },
-      { "ImageActor", IMAGE_ACTOR_MEMORY_SIZE },
       { "Image", IMAGE_MEMORY_SIZE },
       { "Renderer", RENDERER_MEMORY_SIZE },
       { "Geometry", GEOMETRY_MEMORY_SIZE },
index e4064e0..56e2e48 100644 (file)
@@ -99,8 +99,8 @@ int main(int argc, char *argv[])
 {
   using namespace Dali;
 
-  // need to reference everything as emscripten/llvm will cut it all out so put an ImageActor here
-  Dali::ImageActor ia;
+  // need to reference everything as emscripten/llvm will cut it all out so put a Actor here
+  Dali::Actor actor;
 
   app = new SdlApplication( 0, 0, SdlApplication::DEFAULT_HORIZONTAL_DPI,  SdlApplication::DEFAULT_VERTICAL_DPI );
 
index 6f85f87..5facace 100644 (file)
@@ -242,7 +242,7 @@ Dali::Actor CreateSolidColorActor( const Dali::Vector4& color, bool border, cons
 {
   static const unsigned int MAX_BORDER_SIZE( 9 );
 
-  Dali::ImageActor image;
+  Dali::Actor image;
   if( borderSize > MAX_BORDER_SIZE )
   {
     return image;
@@ -325,15 +325,39 @@ Dali::Actor CreateSolidColorActor( const Dali::Vector4& color, bool border, cons
   }
 
   imageData.Update();
-  image = Dali::ImageActor::New( imageData );
+  image = Dali::Actor::New();
   image.SetAnchorPoint( Dali::AnchorPoint::CENTER );
   image.SetParentOrigin( Dali::ParentOrigin::CENTER );
 
-  // if( border )
-  // {
-  //   image.SetStyle( Dali::ImageActor::STYLE_NINE_PATCH );
-  //   image.SetNinePatchBorder( Dali::Vector4::ONE * (float)borderSize * 2.0f );
-  // }
+  std::string vertexShader(
+    "attribute mediump vec2 aPosition;\n"
+    "varying mediump vec2 vTexCoord;\n"
+    "uniform mediump mat4 uMvpMatrix;\n"
+    "uniform mediump vec3 uSize;\n"
+    "uniform mediump vec4 sTextureRect;\n"
+    "void main()\n"
+    "{\n"
+    "  gl_Position = uMvpMatrix * vec4(aPosition * uSize.xy, 0.0, 1.0);\n"
+    "  vTexCoord = aPosition + vec2(0.5);\n"
+    "}\n");
+
+  std::string fragmentShader(
+    "varying mediump vec2 vTexCoord;\n"
+    "uniform sampler2D sTexture;\n"
+    "uniform lowp vec4 uColor;\n"
+    "void main()\n"
+    "{\n"
+    "  gl_FragColor = texture2D( sTexture, vTexCoord )*uColor;\n"
+    "}\n");
+
+  Dali::Shader shader = Dali::Shader::New( vertexShader, fragmentShader );
+  Dali::Geometry geometry = Dali::Geometry::QUAD();
+  Dali::Renderer renderer = Dali::Renderer::New( geometry, shader );
+  Dali::TextureSet textureSet = Dali::TextureSet::New();
+  textureSet.SetImage( 0u, imageData );
+  renderer.SetTextures( textureSet );
+
+  image.AddRenderer( renderer );
 
   return image;
 }