projects
/
platform
/
core
/
uifw
/
dali-toolkit.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
Remove Geometry::QUAD() usage in Toolkit
[platform/core/uifw/dali-toolkit.git]
/
automated-tests
/
src
/
dali-toolkit
/
dali-toolkit-test-utils
/
test-actor-utils.cpp
diff --git
a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp
b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp
index
2f833c6
..
5a8a5d1
100644
(file)
--- a/
automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp
+++ b/
automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp
@@
-15,21
+15,22
@@
*
*/
*
*/
-// HEADER
+//
CLASS
HEADER
#include "test-actor-utils.h"
#include "test-actor-utils.h"
-#include "mesh-builder.h"
// EXTERNAL INCLUDES
#include <dali/public-api/dali-core.h>
// EXTERNAL INCLUDES
#include <dali/public-api/dali-core.h>
+#include <dali/devel-api/images/texture-set-image.h>
#include <dali/devel-api/rendering/renderer.h>
#include <dali/devel-api/rendering/renderer.h>
+// INTERNAL INCLUDES
+#include "mesh-builder.h"
+
namespace Dali
{
namespace
{
namespace Dali
{
namespace
{
-const char * const TEXTURE_UNIFORM_NAME( "sTexture" );
-
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uMvpMatrix;\n
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uMvpMatrix;\n
@@
-83,7
+84,7
@@
Actor CreateRenderableActor( Image texture, const std::string& vertexShader, con
if( texture )
{
TextureSet textureSet = TextureSet::New();
if( texture )
{
TextureSet textureSet = TextureSet::New();
-
textureSet.SetImage(
0u, texture );
+
TextureSetImage( textureSet,
0u, texture );
renderer.SetTextures( textureSet );
// Set actor to the size of the texture if set
renderer.SetTextures( textureSet );
// Set actor to the size of the texture if set
@@
-104,7
+105,7
@@
Image GetTexture( Actor actor )
TextureSet textureSet = renderer.GetTextures();
if( textureSet && textureSet.GetTextureCount() )
{
TextureSet textureSet = renderer.GetTextures();
if( textureSet && textureSet.GetTextureCount() )
{
- image =
textureSet.GetImage(
0u );
+ image =
TextureGetImage( textureSet,
0u );
}
}
}
}
}
}