Add name of shader what we generate as default Let we use the feature of shader name for our dali side default shaders. Change-Id: Ic2b33c53192075e78cb68aef0eb1401069b65e13 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Updated visuals to use VisualRenderer TODO: remove cached values from visual-base-data-impl as VisualRenderer now caches event side values. TODO: Check that renderer.GetPropertyIndex isn't used in NUI with VisualProperty keys. Change-Id: I3f4417e3444d894fd455f40896f2ea07bbd8516a
Reserved Visual properties on renderer creation Ensured that the visual properties are reserved prior to registration, this will prevent reallocation during creation, and save a little time. Change-Id: I4010d4dd145c723e2c8be9231487ccd603be8f8c Signed-off-by: David Steele <david.steele@samsung.com>
Updated all cpp files to new format Change-Id: If92183926ff6584c5d05efda672b422b9dd9a322
Create Renderer when the Visual is created Change-Id: I08ad0e53774094acf39dda4daaa98f5b899f0d2d
Convert more shaders in dali-toolkit and dali-scene-loader to use shader compilation tool Change-Id: I0389814f16c3bb33d697fac6d1c73fec5aec87f4
Rename OnStage signals and related internal changes Change-Id: I26d60319eeb22cd31640eefc0b40cbcd750e3a8a
Changes after Stage moved to Devel API Change-Id: I196c1948a7f87cd2a04f04e31fe901284170d48e
Add VisualBase::GetType() Some controls want to know the visual type when the visual is given from the user. To do that in current DALi, it needs to call CreatePropertyMap() and get TYPE property from the map. Instead, this patch provides an API Visual::Base::GetType() to make it easy to see what the visual type is. Change-Id: I387a6cc43466897b2de17d3c2d9bae7dba201a10 Signed-off-by: Jiyun Yang <ji.yang@samsung.com>
Move constants string to visual-string-constants file Change-Id: I3ec0ca86f1d44ed8efaee7fc97374fcea531c5c4 Signed-off-by: huiyu.eun <huiyu.eun@samsung.com>
All file read operations should be done through FileLoader. Change-Id: I3c5cd1a538efb1863aaf6e6f6b349e8619452169
Replace visual opacity with Renderer's opacity Change-Id: I5887c2ec3f041f0fee51fd938c6d461096dcccf2
Keep aspect ratio of visual in ImageView Change-Id: I6f967dbc52a0835dea6b7e40813c3d2b0add4c15
Added a pblic Control Devel API GetVisualResourceStatus. The purpose was to check whether Visual resource loading on given control was successful or not. Change-Id: Ib8af77e84180d8a04171a93022ba6c3751519158
Visuals devel API migrated to public Change-Id: Ibbdb5c6dff39cecb46aa9fa6d1fede97633faf97
Changed image loaders to use new PixelBuffer class. Migrating from PixelData to PixelBuffer internally. Public API still offers PixelData where needed. Through DevelAPI, it is now possible to retrieve a PixelBuffer from AsyncImageLoader. Removed BitmapLoader usage in favour of LoadImageFromFile(). Change-Id: Ib9e7b96cb6d643c0fb13e24b598131a3642a4b7c Signed-off-by: David Steele <david.steele@samsung.com>
Resource ready signal for Controls (for ImageLoading) Change does the following: Add Observer to Visual::Base for resource ready Add signal to Control (Base) Implement Observer in Control::Impl when Visual is Registered Call the Observer from Image/Svg/etc Visual when they add the Renderer to Actor (this is usually when the visual is placed or stage or when async load completes). Currently the signal will only fire when the control is on stage and all resources are loaded (async and sync). Public API change note: This patch changes the declaration of Control::Impl from private to public, however this does not effect any exported symbols, so should keep binary compatibility. Also the class is not accessible externally as it's definition is not exposed. Change-Id: I6e906e4f29de0af3b0ed465a643c078fc902b1e5
On state change, visuals now keep instance data If a visual such as a text visual has instance data (i.e. the text string) ensure that this is applied following a state change where the visual is removed and re-added. Added new method CreateInstancePropertyMap to Visual::Base::Impl, and methods DoCreateInstancePropertyMap to derived visuals for writing instance data into. So far, this is for text visual's text property and image visual's desired image size properties. TODO: Prevent the visual being re-added if no properties change (or only animatable properties change) (Whilst taking into account string vs index keys; Property Array vs Vector... [ Note: this is problematic for gradient visual, which generates a bunch of property arrays whilst Builder has generated Vectors from the equivalent JSON ] Change-Id: I742c47067fc19fbaeee2f01195f6f00501b16c85 Signed-off-by: David Steele <david.steele@samsung.com>
Updated visuals to separate alpha channel from mixColor Visuals can now set "mixColor" property as either a vector3 or a vector4, but can also set the alpha using the "opacity" property. This works for setting via stylesheet and also for animating via transitions Change-Id: Ib4e729a714f630b61278265e54bdfd71c4756425 Signed-off-by: David Steele <david.steele@samsung.com>
Updated visuals to add animatable mixColor property Modified all visuals to add a mix color property, except color visual, which already has one, and primitive visual, which has such a property, but have moved it to register on the renderer rather than the shader. Color and Primitive visual will handle either MIX_COLOR key, using their own key in preference to the base key. The target mix color and property index is now held in the Visual::Base impl class. The uniform registration is also done in the base clas. Added handling to control to enable setting or animating the mix color through the style sheet. Added a note to Internal::Control::CreateTransition() to warn that no animation will be created if the control is not staged or the visual is not enabled Ensured the blend mode is set to the right value for the target mix color when the transition finishes. Change-Id: I3191da06098582f57f101a8a0139faa3b1fb3c80 Signed-off-by: David Steele <david.steele@samsung.com>