*/
// EXTERNAL INCLUDES
+#include <dali/public-api/rendering/texture.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control.h>
* Stage::GetCurrent().Add(blurView);\n
*
* // Set the input image
- * ResourceImage image = ResourceImage::New(...);\n
- * blurView.SetImage(image);\n
+ * blurView.SetProperty( SuperBlurView::Property::IMAGE_URL, url );\n
*
* // animate the strength of the blur - this can fade between no blur and full blur. .\n
* Animation blurAnimation = Animation::New( ... );\n
{
enum
{
- IMAGE = PROPERTY_START_INDEX, ///< name "image", @see SetImage, type Map
+ IMAGE_URL = PROPERTY_START_INDEX, ///< name "imageUrl", @see SetTexture, type String
};
};
/**
* @brief Create an initialized SuperBlurView.
*
- * @param[in] blurLevels The final blur strength level. It decides how many filtering passes are used to create the group of blurred images.
+ * @param[in] blurLevels The final blur strength level. It decides how many filtering passes are used to create the group of blurred textures.
* @return A handle to a newly allocated Dali resource
*/
static SuperBlurView New( unsigned int blurLevels );
static SuperBlurView DownCast( BaseHandle handle );
/**
- * @brief Sets a custom image to be blurred.
+ * @brief Sets a custom texture to be blurred.
*
- * @param[in] inputImage The image that the user wishes to blur
+ * @param[in] texture The texture that the user wishes to blur
*/
- void SetImage(Image inputImage);
+ void SetTexture( Texture texture );
/**
* @brief Get the index of the property that can be used to fade the blur in / out.
Dali::Property::Index GetBlurStrengthPropertyIndex() const;
/**
- * @brief Set the blur strength to display the image.
+ * @brief Set the blur strength to display the texture.
*
- * @param[in] blurStrength The blur strength used to display the image.
+ * @param[in] blurStrength The blur strength used to display the texture.
*/
void SetBlurStrength( float blurStrength );
SuperBlurViewSignal& BlurFinishedSignal();
/**
- * @brief Get the blurred image.
+ * @brief Get the blurred texture.
*
* Should wait for the BlurFinishedSignal before calling this method.
- * @param[in] level Indicate which blurred image to get, must be a value between 1 and blurLevels
- * @return The level-th blurred image
+ * @param[in] level Indicate which blurred texture to get, must be a value between 1 and blurLevels
+ * @return The level-th blurred texture
*/
- Image GetBlurredImage( unsigned int level );
+ Texture GetBlurredTexture( unsigned int level );
public: // Not intended for application developers