/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
GameTexture::GameTexture()
-: mUniqueId( 0 ),
- mIsReady( false )
+: mUniqueId(0),
+ mIsReady(false)
{
}
{
}
-GameTexture::GameTexture( const char* filename )
-: mUniqueId( 0 ),
- mIsReady( false )
+GameTexture::GameTexture(const char* filename)
+: mUniqueId(0),
+ mIsReady(false)
{
- Load( filename );
+ Load(filename);
}
-bool GameTexture::Load( const char* filename )
+bool GameTexture::Load(const char* filename)
{
- Dali::PixelData pixelData = Dali::Toolkit::SyncImageLoader::Load( filename );
+ Dali::PixelData pixelData = Dali::Toolkit::SyncImageLoader::Load(filename);
- if( !pixelData )
+ if(!pixelData)
{
return false;
}
- Dali::Texture texture = Dali::Texture::New( Dali::TextureType::TEXTURE_2D,
- pixelData.GetPixelFormat(),
- pixelData.GetWidth(),
- pixelData.GetHeight() );
- texture.Upload( pixelData );
+ Dali::Texture texture = Dali::Texture::New(Dali::TextureType::TEXTURE_2D,
+ pixelData.GetPixelFormat(),
+ pixelData.GetWidth(),
+ pixelData.GetHeight());
+ texture.Upload(pixelData);
texture.GenerateMipmaps();
Dali::TextureSet textureSet = Dali::TextureSet::New();
- textureSet.SetTexture( 0, texture );
+ textureSet.SetTexture(0, texture);
Dali::Sampler sampler = Dali::Sampler::New();
- sampler.SetWrapMode( Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT );
- sampler.SetFilterMode( Dali::FilterMode::LINEAR_MIPMAP_LINEAR, Dali::FilterMode::LINEAR );
- textureSet.SetSampler( 0, sampler );
+ sampler.SetWrapMode(Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT);
+ sampler.SetFilterMode(Dali::FilterMode::LINEAR_MIPMAP_LINEAR, Dali::FilterMode::LINEAR);
+ textureSet.SetSampler(0, sampler);
- mTexture = texture;
- mSampler = sampler;
+ mTexture = texture;
+ mSampler = sampler;
mTextureSet = textureSet;
- mUniqueId = GameUtils::HashString( filename );
+ mUniqueId = GameUtils::HashString(filename);
mIsReady = true;