#ifndef __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
#define __DALI_TOOLKIT_SHADER_EFFECT_DISSOLVE_H__
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
/**
- * @addtogroup CAPI_DALI_FRAMEWORK
+ * @addtogroup CAPI_DALI_TOOLKIT_SHADER_EFFECTS_MODULE
* @{
*/
{
/**
- * DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors
+ * @brief DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors.
*/
class DissolveEffect : public ShaderEffect
{
public:
/**
- * Create an uninitialized DissolveEffect; this can be initialized with DissolveEffect::New()
+ * @brief Create an uninitialized DissolveEffect; this can be initialized with DissolveEffect::New().
+ *
* Calling member functions with an uninitialized Dali::Object is not allowed.
*/
DissolveEffect();
/**
- * Virtual destructor.
+ * @brief Virtual destructor.
*/
virtual ~DissolveEffect();
/**
- * Create an initialized DissolveEffect.
+ * @brief Create an initialized DissolveEffect.
+ *
* @param[in] useHighPrecision True if using high precision in fragment shader for fully random noise, false otherwise
* @return A handle to a newly allocated Dali resource.
*/
static DissolveEffect New( bool useHighPrecision = true);
/**
- * Set the dissolve central line
+ * @brief Set the dissolve central line.
+ *
* Use one point (position) and one direction ( displacement ) vector to define this line
* As we use the texture coordinate as pixel position to calculate random offset,
* the line should passing through rectangle {(0,0),(0,1),(1,0),(1,1)},
void SetCentralLine( const Vector2& position, const Vector2& displacement );
/**
- * Sets the distortion applied to the effect texture.
+ * @brief Sets the distortion applied to the effect texture.
+ *
* This value is proportional to the distortion applied; a value of zero means no distortion.
* @param [in] distortion The distortion value.
*/
void SetDistortion( float distortion );
/**
- * Get the name for the distortion property
+ * @brief Get the name for the distortion property.
+ *
* @return A std::string containing the property name
*/
const std::string& GetDistortionPropertyName() const;