// INTERNAL INCLUDES
#include "shared/view.h"
+#include "shared/utility.h"
using namespace Dali;
using namespace Dali::Toolkit;
"Context recovery" );
Size stageSize = stage.GetSize();
- Image backgroundImage = ResourceImage::New( BACKGROUND_IMAGE, Dali::ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR );
- ImageView backgroundActor = ImageView::New( backgroundImage );
+ ImageView backgroundActor = ImageView::New( BACKGROUND_IMAGE, Dali::ImageDimensions( stageSize.x, stageSize.y ) );
backgroundActor.SetParentOrigin( ParentOrigin::CENTER );
mContentLayer.Add(backgroundActor);
logoLayoutActor.SetScale(0.5f);
backgroundActor.Add(logoLayoutActor);
- Image image = ResourceImage::New(LOGO_IMAGE);
- ImageView imageView = ImageView::New(image);
+ ImageView imageView = ImageView::New( LOGO_IMAGE );
imageView.SetName("daliLogo");
imageView.SetParentOrigin(ParentOrigin::CENTER);
imageView.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
logoLayoutActor.Add(imageView);
ImageView mirrorImageView = CreateBlurredMirrorImage(LOGO_IMAGE);
- mirrorImageView.SetParentOrigin(ParentOrigin::CENTER);
- mirrorImageView.SetAnchorPoint(AnchorPoint::TOP_CENTER);
+ mirrorImageView.SetParentOrigin(ParentOrigin::TOP_CENTER);
+ mirrorImageView.SetAnchorPoint(AnchorPoint::BOTTOM_CENTER);
logoLayoutActor.Add(mirrorImageView);
AddBubbles( backgroundActor, stage.GetSize());
void NewWindowController::AddBubbles( Actor& parentActor, const Vector2& stageSize)
{
mEmitter = Toolkit::BubbleEmitter::New( stageSize,
- ResourceImage::New( DEMO_IMAGE_DIR "bubble-ball.png" ),
+ DemoHelper::LoadImage( DEMO_IMAGE_DIR "bubble-ball.png" ),
200, Vector2( 5.0f, 5.0f ) );
- Image background = ResourceImage::New(BACKGROUND_IMAGE);
+ Image background = DemoHelper::LoadImage(BACKGROUND_IMAGE);
mEmitter.SetBackground( background, Vector3(0.5f, 0.f,0.5f) );
mEmitter.SetBubbleDensity( 9.f );
Actor bubbleRoot = mEmitter.GetRootActor();
colorMeshActor.SetName("ColorMeshActor");
// Create a textured mesh
- Image effectImage = ResourceImage::New(EFFECT_IMAGE);
+ Texture effectTexture = DemoHelper::LoadTexture(EFFECT_IMAGE);
Shader shaderTextureMesh = Shader::New( VERTEX_TEXTURE_MESH, FRAGMENT_TEXTURE_MESH );
TextureSet textureSet = TextureSet::New();
- textureSet.SetImage( 0u, effectImage );
+ textureSet.SetTexture( 0u, effectTexture );
Renderer textureMeshRenderer = Renderer::New( meshGeometry, shaderTextureMesh );
textureMeshRenderer.SetTextures( textureSet );
Property::Map map;
map[ "shader" ] = customShader;
- Image baseImage = ResourceImage::New(BASE_IMAGE);
- ImageView blendActor = ImageView::New( baseImage );
+ ImageView blendActor = ImageView::New( BASE_IMAGE );
blendActor.SetProperty( ImageView::Property::IMAGE, map );
blendActor.RegisterProperty( "alpha", 0.5f );
ImageView NewWindowController::CreateBlurredMirrorImage(const char* imageName)
{
- Image image = ResourceImage::New(imageName);
+ Image image = DemoHelper::LoadImage(imageName);
- Uint16Pair intFboSize = ResourceImage::GetImageSize(imageName);
- Vector2 FBOSize = Vector2( intFboSize.GetWidth(), intFboSize.GetHeight() );
+ Vector2 FBOSize = Vector2( image.GetWidth(), image.GetHeight() );
FrameBufferImage fbo = FrameBufferImage::New( FBOSize.width, FBOSize.height, Pixel::RGBA8888);
GaussianBlurView gbv = GaussianBlurView::New(5, 2.0f, Pixel::RGBA8888, 0.5f, 0.5f, true);