void BloomView::OnInitialize()
{
// root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
- mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
- mInternalRoot.SetParentOrigin( ParentOrigin::CENTER );
+ mChildrenRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mInternalRoot.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
//////////////////////////////////////////////////////
// Create actors
// Create an image view for rendering from the scene texture to the bloom texture
mBloomExtractActor = Actor::New();
- mBloomExtractActor.SetParentOrigin( ParentOrigin::CENTER );
+ mBloomExtractActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// Create an image view for compositing the result (scene and bloom textures) to output
mCompositeActor = Actor::New();
- mCompositeActor.SetParentOrigin( ParentOrigin::CENTER );
+ mCompositeActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// Create an image view for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
mTargetActor = Actor::New();
- mTargetActor.SetParentOrigin( ParentOrigin::CENTER );
+ mTargetActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
// Create the Gaussian Blur object + render tasks
// Note that we use mBloomExtractTarget as the source image and also re-use this as the gaussian blur final render target. This saves the gaussian blur code from creating it
// render targets etc internally, so we make better use of resources
// Note, this also internally creates the render tasks used by the Gaussian blur, this must occur after the bloom extraction and before the compositing
mGaussianBlurView = Dali::Toolkit::GaussianBlurView::New(mBlurNumSamples, mBlurBellCurveWidth, mPixelFormat, mDownsampleWidthScale, mDownsampleHeightScale, true);
- mGaussianBlurView.SetParentOrigin( ParentOrigin::CENTER );
+ mGaussianBlurView.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
//////////////////////////////////////////////////////
// Create cameras for the renders corresponding to the (potentially downsampled) render targets' size
mRenderDownsampledCamera = CameraActor::New();
- mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
+ mRenderDownsampledCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
mRenderDownsampledCamera.SetInvertYAxis( true );
mRenderFullSizeCamera = CameraActor::New();
- mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
+ mRenderFullSizeCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
mRenderFullSizeCamera.SetInvertYAxis( true );
mGaussianBlurView.SetSize(mTargetSize);
GetImpl(mGaussianBlurView).AllocateResources();
- mGaussianBlurView.SetVisible( true );
+ mGaussianBlurView.SetProperty( Actor::Property::VISIBLE, true );
//////////////////////////////////////////////////////
// Create render targets
mTargetActor.RemoveRenderer( 0u );
mCompositeActor.RemoveRenderer( 0u );
- mGaussianBlurView.SetVisible( false );
+ mGaussianBlurView.SetProperty( Actor::Property::VISIBLE, false );
mActivated = false;
}