public:
/**
+ * @DEPRECATED_1_1.11
* @brief An enumeration of properties belonging to the ImageActor class.
* Properties additional to RenderableActor.
* @SINCE_1_0.0
enum
{
/**
+ * @DEPRECATED_1_1.11
* @brief name "pixelArea", type Rect<int>
* @SINCE_1_0.0
*/
*/
BORDER,
/**
+ * @DEPRECATED_1_1.11
* @brief name "image", type Map {"filename":"", "loadPolicy":...}
* @SINCE_1_0.0
*/
*/
enum Style
{
- STYLE_QUAD, ///< As a simple quad. @SINCE_1_0.0
+ /**
+ * @DEPRECATED_1_1.11
+ * @brief As a simple quad.
+ * @SINCE_1_0.0
+ */
+ STYLE_QUAD,
/**
* @DEPRECATED_1_1.11
* @brief As a nine-patch.
};
/**
+ * @DEPRECATED_1_1.11
* @brief Pixel area is relative to the top-left (0,0) of the image.
* @SINCE_1_0.0
*/
static const BlendingMode::Type DEFAULT_BLENDING_MODE; ///< default value is BlendingMode::AUTO
/**
+ * @DEPRECATED_1_1.11
* @brief Create an uninitialized ImageActor handle.
*
* This can be initialized with ImageActor::New(...)
ImageActor();
/**
+ * @DEPRECATED_1_1.11
* @brief Create an empty image actor object.
*
* @SINCE_1_0.0
static ImageActor New();
/**
+ * @DEPRECATED_1_1.11
* @brief Create a image actor object.
*
* The actor will take the image's natural size unless a custom size
static ImageActor New(Image image);
/**
+ * @DEPRECATED_1_1.11
* @brief Create a image actor object.
*
* The actor will take the image's natural size unless a custom size
static ImageActor New(Image image, PixelArea pixelArea);
/**
+ * @DEPRECATED_1_1.11
* @brief Downcast an Object handle to ImageActor.
*
*
static ImageActor DownCast( BaseHandle handle );
/**
+ * @DEPRECATED_1_1.11
* @brief Destructor
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
~ImageActor();
/**
+ * @DEPRECATED_1_1.11
* @brief Copy constructor
*
* @SINCE_1_0.0
ImageActor(const ImageActor& copy);
/**
+ * @DEPRECATED_1_1.11
* @brief Assignment operator
*
* @SINCE_1_0.0
ImageActor& operator=(const ImageActor& rhs);
/**
+ * @DEPRECATED_1_1.11
* @brief Set the image rendered by the actor.
+ *
* Set the image rendered by the actor.
* If actor was already displaying a different image, the old image is dropped and actor may
* temporarily display nothing. Setting an empty image (handle) causes the current image to be
void SetImage(Image image);
/**
+ * @DEPRECATED_1_1.11
* @brief Retrieve the image rendered by the actor.
*
* If no image is assigned, an empty handle is returned
Image GetImage();
/**
+ * @DEPRECATED_1_1.11
* @brief Set a region of the image to display, in pixels.
*
* When the image is loaded the actor's size will be reset to the pixelArea,
void SetPixelArea(const PixelArea& pixelArea);
/**
+ * @DEPRECATED_1_1.11
* @brief Retrieve the region of the image to display, in pixels.
*
* @SINCE_1_0.0
/**
+ * @DEPRECATED_1_1.11
* @brief Allows modification of an actors position in the depth sort algorithm.
*
* The offset can be altered for each coplanar actor hence allowing an order of painting.
void SetSortModifier(float depthOffset);
/**
+ * @DEPRECATED_1_1.11
* @brief Retrieves the offset used to modify an actors position in the depth sort algorithm.
*
* The offset can be altered for each coplanar actor hence allowing an order of painting.
float GetSortModifier() const;
/**
+ * @DEPRECATED_1_1.11
* @brief Sets the blending mode.
*
* Possible values are: BlendingMode::OFF, BlendingMode::AUTO and BlendingMode::ON. Default is BlendingMode::AUTO.
void SetBlendMode( BlendingMode::Type mode );
/**
+ * @DEPRECATED_1_1.11
* @brief Retrieves the blending mode.
*
* @SINCE_1_0.0
BlendingMode::Type GetBlendMode() const;
/**
+ * @DEPRECATED_1_1.11
* @brief Specify the pixel arithmetic used when the actor is blended.
*
* @SINCE_1_0.0
void SetBlendFunc( BlendingFactor::Type srcFactorRgba, BlendingFactor::Type destFactorRgba );
/**
+ * @DEPRECATED_1_1.11
* @brief Specify the pixel arithmetic used when the actor is blended.
*
* @SINCE_1_0.0
BlendingFactor::Type srcFactorAlpha, BlendingFactor::Type destFactorAlpha );
/**
+ * @DEPRECATED_1_1.11
* @brief Query the pixel arithmetic used when the actor is blended.
*
* @SINCE_1_0.0
BlendingFactor::Type& srcFactorAlpha, BlendingFactor::Type& destFactorAlpha ) const;
/**
+ * @DEPRECATED_1_1.11
* @brief Specify the equation used when the actor is blended.
*
* The options are BlendingEquation::ADD, SUBTRACT, or REVERSE_SUBTRACT.
void SetBlendEquation( BlendingEquation::Type equationRgba );
/**
+ * @DEPRECATED_1_1.11
* @brief Specify the equation used when the actor is blended.
*
* @SINCE_1_0.0
void SetBlendEquation( BlendingEquation::Type equationRgb, BlendingEquation::Type equationAlpha );
/**
+ * @DEPRECATED_1_1.11
* @brief Query the equation used when the actor is blended.
*
* @SINCE_1_0.0
void GetBlendEquation( BlendingEquation::Type& equationRgb, BlendingEquation::Type& equationAlpha ) const;
/**
+ * @DEPRECATED_1_1.11
* @brief Specify the color used when the actor is blended; the default is Vector4::ZERO.
*
* @SINCE_1_0.0
void SetBlendColor( const Vector4& color );
/**
+ * @DEPRECATED_1_1.11
* @brief Query the color used when the actor is blended.
*
* @SINCE_1_0.0
const Vector4& GetBlendColor() const;
/**
+ * @DEPRECATED_1_1.11
* @brief Sets the filtering mode.
*
* Possible values are: FilterMode::NEAREST and FilterMode::LINEAR. Default is FilterMode::LINEAR.
void SetFilterMode( FilterMode::Type minFilter, FilterMode::Type magFilter );
/**
+ * @DEPRECATED_1_1.11
* @brief Retrieves the filtering mode.
*
* @SINCE_1_0.0
void GetFilterMode( FilterMode::Type& minFilter, FilterMode::Type& magFilter) const;
/**
+ * @DEPRECATED_1_1.11
* @brief Sets the shader effect for the RenderableActor.
*
* Shader effects provide special effects like ripple and bend.
void SetShaderEffect( ShaderEffect effect );
/**
+ * @DEPRECATED_1_1.11
* @brief Retrieve the custom shader effect for the RenderableActor.
* If default shader is used an empty handle is returned.
*
ShaderEffect GetShaderEffect() const;
/**
+ * @DEPRECATED_1_1.11
* @brief Removes the current shader effect.
*
* @SINCE_1_0.0
/**
+ * @DEPRECATED_1_1.11
* @brief Sets the shader effect for all ImageActors in a tree of Actors.
*
* @SINCE_1_0.0
DALI_IMPORT_API void SetShaderEffectRecursively( Actor actor, ShaderEffect effect );
/**
+ * @DEPRECATED_1_1.11
* @brief Removes the shader effect from all ImageActors in a tree of Actors.
*
* @SINCE_1_0.0
*/
/**
+ * @DEPRECATED_1_0.47
* @brief DALI_COMPOSE_SHADER macro provides a convenient way to write shader source code.
*
* We normally use double quotation marks to write a string such as "Hello World".
// Default Properties
/**
+ * @DEPRECATED_1_0.47
* @brief An enumeration of properties belonging to the ShaderEffect class.
* Grid Density defines the spacing of vertex coordinates in world units.
* ie a larger actor will have more grids at the same spacing.
{
enum
{
- GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "gridDensity", type float @SINCE_1_0.0
- IMAGE, ///< name "image", type Map {"filename":"", "loadPolicy":...} @SINCE_1_0.0
- PROGRAM, ///< name "program", type Map {"vertexPrefix":"","fragmentPrefix":"","vertex":"","fragment":""} @SINCE_1_0.0
- GEOMETRY_HINTS ///< name "geometryHints", type int (bitfield) values from enum GeometryHints @SINCE_1_0.0
+ GRID_DENSITY = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< @DEPRECATED_1_0.47 @brief name "gridDensity", type float @SINCE_1_0.0
+ IMAGE, ///< @DEPRECATED_1_0.47 @brief name "image", type Map {"filename":"", "loadPolicy":...} @SINCE_1_0.0
+ PROGRAM, ///< @DEPRECATED_1_0.47 @brief name "program", type Map {"vertexPrefix":"","fragmentPrefix":"","vertex":"","fragment":""} @SINCE_1_0.0
+ GEOMETRY_HINTS ///< @DEPRECATED_1_0.47 @brief name "geometryHints", type int (bitfield) values from enum GeometryHints @SINCE_1_0.0
};
};
static const float DEFAULT_GRID_DENSITY; ///< The default density is 40 pixels
/**
+ * @DEPRECATED_1_0.47
* @brief Hints for rendering/subdividing geometry.
* @SINCE_1_0.0
*/
enum GeometryHints
{
- HINT_NONE = 0x00, ///< no hints @SINCE_1_0.0
- HINT_GRID_X = 0x01, ///< Geometry must be subdivided in X @SINCE_1_0.0
- HINT_GRID_Y = 0x02, ///< Geometry must be subdivided in Y @SINCE_1_0.0
- HINT_GRID = (HINT_GRID_X | HINT_GRID_Y),
- HINT_DEPTH_BUFFER = 0x04, ///< Needs depth buffering turned on @SINCE_1_0.0
- HINT_BLENDING = 0x08, ///< Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO @SINCE_1_0.0
- HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< Notifies that the vertex shader will not change geometry (enables bounding box culling) @SINCE_1_0.0
+ HINT_NONE = 0x00, ///< @DEPRECATED_1_0.47 @brief no hints @SINCE_1_0.0
+ HINT_GRID_X = 0x01, ///< @DEPRECATED_1_0.47 @brief Geometry must be subdivided in X @SINCE_1_0.0
+ HINT_GRID_Y = 0x02, ///< @DEPRECATED_1_0.47 @brief Geometry must be subdivided in Y @SINCE_1_0.0
+ HINT_GRID = (HINT_GRID_X | HINT_GRID_Y), ///< @DEPRECATED_1_0.47 @brief HINT_GRID_X | HINT_GRID_Y @SINCE_1_0.0
+ HINT_DEPTH_BUFFER = 0x04, ///< @DEPRECATED_1_0.47 @brief Needs depth buffering turned on @SINCE_1_0.0
+ HINT_BLENDING = 0x08, ///< @DEPRECATED_1_0.47 @brief Notifies the actor to use blending even if it's fully opaque. Needs actor's blending set to BlendingMode::AUTO @SINCE_1_0.0
+ HINT_DOESNT_MODIFY_GEOMETRY = 0x10 ///< @DEPRECATED_1_0.47 @brief Notifies that the vertex shader will not change geometry (enables bounding box culling) @SINCE_1_0.0
};
/**
+ * @DEPRECATED_1_0.47
* @brief Coordinate type of the shader uniform.
*
* Viewport coordinate types will convert from viewport to view space.
*/
enum UniformCoordinateType
{
- COORDINATE_TYPE_DEFAULT, ///< @brief Default, No transformation to be applied @SINCE_1_0.0
- COORDINATE_TYPE_VIEWPORT_POSITION, ///< @DEPRECATED_1_1.11 @brief The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates. @SINCE_1_0.0
- COORDINATE_TYPE_VIEWPORT_DIRECTION ///< @DEPRECATED_1_1.11 @brief The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates. @SINCE_1_0.0
+ COORDINATE_TYPE_DEFAULT, ///< @DEPRECATED_1_0.47 @brief Default, No transformation to be applied @SINCE_1_0.0
+ COORDINATE_TYPE_VIEWPORT_POSITION, ///< @DEPRECATED_1_0.47 @brief The uniform is a position vector in viewport coordinates that needs to be converted to GL view space coordinates. @SINCE_1_0.0
+ COORDINATE_TYPE_VIEWPORT_DIRECTION ///< @DEPRECATED_1_0.47 @brief The uniform is a directional vector in viewport coordinates that needs to be converted to GL view space coordinates. @SINCE_1_0.0
};
/**
+ * @DEPRECATED_1_0.47
* @brief Create an empty ShaderEffect.
*
* This can be initialised with ShaderEffect::New(...)
ShaderEffect();
/**
+ * @DEPRECATED_1_0.47
* @brief Create ShaderEffect.
*
* @SINCE_1_0.0
GeometryHints hints = GeometryHints(HINT_NONE) );
/**
+ * @DEPRECATED_1_0.47
* @brief Create ShaderEffect.
* @SINCE_1_0.0
* @param vertexShaderPrefix code for the effect. It will be inserted before the default uniforms (ideal for \#defines)
GeometryHints hints = GeometryHints(HINT_NONE) );
/**
+ * @DEPRECATED_1_0.47
* @brief Downcast an Object handle to ShaderEffect.
*
* If handle points to a ShaderEffect the downcast produces valid
static ShaderEffect DownCast( BaseHandle handle );
/**
+ * @DEPRECATED_1_0.47
* @brief Destructor
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
~ShaderEffect();
/**
+ * @DEPRECATED_1_0.47
* @brief Copy constructor
*
* @SINCE_1_0.0
ShaderEffect(const ShaderEffect& object);
/**
+ * @DEPRECATED_1_0.47
* @brief This assignment operator is required for (smart) pointer semantics.
*
* @SINCE_1_0.0
ShaderEffect& operator=(const ShaderEffect& rhs);
/**
+ * @DEPRECATED_1_0.47
* @brief Sets image for using as effect texture.
*
* This image texture will be bound to the "sEffect" sampler
void SetEffectImage( Image image );
/**
+ * @DEPRECATED_1_0.47
* @brief Set a uniform value.
+ *
* This will register a property of type Property::FLOAT; see Object::RegisterProperty() for more details.
* If name matches a uniform in the shader source, this value will be uploaded when rendering.
* @SINCE_1_0.0
UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
/**
+ * @DEPRECATED_1_0.47
* @brief Set a uniform value.
*
* This will register a property of type Property::VECTOR2; see Object::RegisterProperty() for more details.
UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
/**
+ * @DEPRECATED_1_0.47
* @brief Set a uniform value.
*
* This will register a property of type Property::VECTOR3; see Object::RegisterProperty() for more details.
UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
/**
+ * @DEPRECATED_1_0.47
* @brief Set a uniform value.
*
* This will register a property of type Property::VECTOR4; see Object::RegisterProperty() for more details.
UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
/**
+ * @DEPRECATED_1_0.47
* @brief Set a uniform value.
*
* This will register a property of type Property::MATRIX; see Object::RegisterProperty() for more details.
UniformCoordinateType uniformCoordinateType = UniformCoordinateType(COORDINATE_TYPE_DEFAULT) );
/**
+ * @DEPRECATED_1_0.47
* @brief Set a uniform value.
*
* This will register a property of type Property::MATRIX3; see Object::RegisterProperty() for more details.
public: // Not intended for application developers
/**
+ * @DEPRECATED_1_0.47
* @brief This constructor is used by Dali New() methods.
* @SINCE_1_0.0
* @param [in] effect A pointer to a newly allocated Dali resource.