const float OPAQUE_THRESHOLD(0.99f);
const float TRANSPARENT_THRESHOLD(0.05f);
- // Indicator orientation
- const char* ELM_INDICATOR_PORTRAIT("elm_indicator_portrait");
- const char* ELM_INDICATOR_LANDSCAPE("elm_indicator_landscape");
- const char* ELM_INDICATOR_PORTRAIT_FIXED_COLOR_STYLE("elm_indicator_portrait_fixed");
- const char* ELM_INDICATOR_LANDSCAPE_FIXED_COLOR_STYLE("elm_indicator_landscape_fixed");
+ // indicator service name
+ const char* INDICATOR_SERVICE_NAME("elm_indicator");
-const char* MESH_VERTEX_SHADER =
-"attribute lowp vec3 aColor;\n"
-"varying mediump vec4 vColor;\n"
-"void main()\n"
-"{\n"
-" gl_Position = uMvpMatrix * vec4(aPosition, 1.0);\n"
-" vColor = vec4(aColor.r, aColor.g, aColor.b, aTexCoord.x);\n"
-"}\n";
-
-const char* MESH_FRAGMENT_SHADER =
-"varying mediump vec4 vColor;\n"
-"void main()\n"
-"{\n"
-" gl_FragColor = vColor*uColor;\n"
-"}\n";
-
// Copied from ecore_evas_extn_engine.h
enum // opcodes
// disconnected state before opening a second time.
DALI_ASSERT_DEBUG( mState == DISCONNECTED );
- Connect( orientation );
+ mOrientation = orientation;
+
+ Connect();
-
- // Change background visibility depending on orientation
- if(mOrientation == Dali::Window::PORTRAIT || mOrientation == Dali::Window::PORTRAIT_INVERSE)
- {
- mBackgroundActor.SetVisible(true);
- }
- else
- {
- mBackgroundActor.SetVisible(false);
- }
}
void Indicator::Close()
{ "Layer", LAYER_MEMORY_SIZE },
{ "CameraActor", CAMERA_ACTOR_MEMORY_SIZE },
{ "ImageActor", IMAGE_ACTOR_MEMORY_SIZE },
- { "TextActor", TEXT_ACTOR_MEMORY_SIZE },
- { "MeshActor", MESH_ACTOR_MEMORY_SIZE },
{ "Image", IMAGE_MEMORY_SIZE },
- { "Mesh", MESH_MEMORY_SIZE },
- { "Material", MATERIAL_MEMORY_SIZE },
};
for( size_t i=0; i<sizeof(memoryMemorySizes)/sizeof(MemoryMemorySize); i++ )
Prefix: $prefix
Debug Build: $enable_debug
Compile flags $DALI_ADAPTOR_CFLAGS
- Using Assimp Library: $enable_assimp
Using JPEG Turbo Library: $with_jpeg_turbo
+ Freetype bitmap support (Emoji): $freetype_bitmap_support
Profile: $enable_profile
Data Dir (Read/Write): $dataReadWriteDir
Data Dir (Read Only): $dataReadOnlyDir