}
}
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()
{ "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 },
{
static const unsigned int MAX_BORDER_SIZE( 9 );
- Dali::ImageActor image;
+ Dali::Actor image;
if( borderSize > MAX_BORDER_SIZE )
{
return image;
}
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;
}