#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/rendering/texture-set.h>
#include <dali/public-api/rendering/shader.h>
-#include <dali-toolkit/devel-api/controls/visual-factory/visual-factory.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
using namespace Dali;
using namespace Dali::Toolkit;
void TestVisualRender( ToolkitTestApplication& application,
Actor& actor,
- Visual& visual,
+ Visual::Base& visual,
std::size_t expectedSamplers = 0,
ImageDimensions imageDimensions = ImageDimensions(),
Integration::ResourcePointer resourcePtr = Integration::ResourcePointer())
propertyMap.Insert("rendererType", "COLOR");
propertyMap.Insert("mixColor", testColor);
- Visual visual = factory.CreateVisual(propertyMap);
+ Visual::Base visual = factory.CreateVisual(propertyMap);
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
Dali::Property::Map map;
map[ "rendererType" ] = "COLOR";
map[ "mixColor" ] = testColor;
- Visual visual = factory.CreateVisual( map );
+ Visual::Base visual = factory.CreateVisual( map );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
propertyMap.Insert("borderColor", testColor);
propertyMap.Insert("borderSize", testSize);
- Visual visual = factory.CreateVisual(propertyMap);
+ Visual::Base visual = factory.CreateVisual(propertyMap);
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
propertyMap[ "rendererType" ] = "BORDER";
propertyMap[ "borderColor" ] = testColor;
propertyMap[ "borderSize" ] = testSize;
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
stopColors.PushBack( Color::GREEN );
propertyMap.Insert("stopColor", stopColors);
- Visual visual = factory.CreateVisual(propertyMap);
+ Visual::Base visual = factory.CreateVisual(propertyMap);
DALI_TEST_CHECK( visual );
// A lookup texture is generated and pass to shader as sampler
stopColors.PushBack( Color::GREEN );
propertyMap.Insert("stopColor", stopColors);
- Visual visual = factory.CreateVisual(propertyMap);
+ Visual::Base visual = factory.CreateVisual(propertyMap);
DALI_TEST_CHECK( visual );
// A lookup texture is generated and pass to shader as sampler
stopColors.PushBack( Color::GREEN );
propertyMap.Insert("stopColor", stopColors);
- Visual visual = factory.CreateVisual(propertyMap);
+ Visual::Base visual = factory.CreateVisual(propertyMap);
DALI_TEST_CHECK( visual );
// A lookup texture is generated and pass to shader as sampler
propertyMap.Insert( "rendererType", "IMAGE" );
propertyMap.Insert( "url", TEST_IMAGE_FILE_NAME );
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
DALI_TEST_CHECK( factory );
Image image = ResourceImage::New(TEST_IMAGE_FILE_NAME);
- Visual visual = factory.CreateVisual( image );
+ Visual::Base visual = factory.CreateVisual( image );
Actor actor = Actor::New();
// For tesing the LoadResourceFunc is called, a big image size should be set, so the atlasing is not applied.
propertyMap.Insert( "url", TEST_NPATCH_FILE_NAME );
{
tet_infoline( "whole grid" );
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
propertyMap.Insert( "borderOnly", true );
{
tet_infoline( "border only" );
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
propertyMap.Insert( "rendererType", "IMAGE" );
propertyMap.Insert( "url", TEST_NPATCH_FILE_NAME );
{
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
propertyMap.Insert( "borderOnly", true );
{
tet_infoline( "border only" );
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
TestGlAbstraction& gl = application.GetGlAbstraction();
stretchRangesY.PushBack( Uint16Pair( 4, 5 ) );
Integration::ResourcePointer ninePatchResource = CustomizeNinePatch( application, ninePatchImageWidth, ninePatchImageHeight, stretchRangesX, stretchRangesY );
- Visual visual = factory.CreateVisual( TEST_NPATCH_FILE_NAME, ImageDimensions() );
+ Visual::Base visual = factory.CreateVisual( TEST_NPATCH_FILE_NAME, ImageDimensions() );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
stretchRangesY.PushBack( Uint16Pair( 25, 27 ) );
Integration::ResourcePointer ninePatchResource = CustomizeNinePatch( application, ninePatchImageWidth, ninePatchImageHeight, stretchRangesX, stretchRangesY );
- Visual visual = factory.CreateVisual( TEST_NPATCH_FILE_NAME, ImageDimensions() );
+ Visual::Base visual = factory.CreateVisual( TEST_NPATCH_FILE_NAME, ImageDimensions() );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
VisualFactory factory = VisualFactory::Get();
DALI_TEST_CHECK( factory );
- Visual visual = factory.CreateVisual( "ERROR.9.jpg", ImageDimensions() );
+ Visual::Base visual = factory.CreateVisual( "ERROR.9.jpg", ImageDimensions() );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
propertyMap.Insert( "rendererType", 111 );
propertyMap.Insert( "url", "ERROR.9.jpg" );
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
Actor actor = Actor::New();
tet_infoline( "UtcDaliVisualFactoryGetSvgVisual: Request svg visual with a svg url" );
VisualFactory factory = VisualFactory::Get();
- Visual visual = factory.CreateVisual( TEST_SVG_FILE_NAME, ImageDimensions() );
+ Visual::Base visual = factory.CreateVisual( TEST_SVG_FILE_NAME, ImageDimensions() );
DALI_TEST_CHECK( visual );
TestGlAbstraction& gl = application.GetGlAbstraction();
DALI_TEST_CHECK( factory );
//Create a mesh visual.
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
//Create an actor on stage to house the visual.
DALI_TEST_CHECK( factory );
//Create a mesh visual.
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
//Create an actor on stage to house the visual.
DALI_TEST_CHECK( factory );
//Create a primitive visual.
- Visual visual = factory.CreateVisual( propertyMap );
+ Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
//Create an actor on stage to house the visual.