Moving visuals into new folder with same level as controls
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / effects-view / effects-view-impl.cpp
index d65b8fd..85058a1 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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.
 #include <dali/public-api/common/stage.h>
 #include <dali/public-api/object/property-map.h>
 #include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
 #include <dali/public-api/render-tasks/render-task-list.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/devel-api/images/texture-set-image.h>
 
 // INTERNAL INCLUDES
 #include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
 #include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
 #include <dali-toolkit/internal/filters/emboss-filter.h>
 #include <dali-toolkit/internal/filters/spread-filter.h>
@@ -61,6 +64,8 @@ const float         ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f;
 const Vector4       EFFECTS_VIEW_DEFAULT_BACKGROUND_COLOR( 1.0f, 1.0f, 1.0f, 0.0 );
 const bool          EFFECTS_VIEW_REFRESH_ON_DEMAND(false);
 
+#define DALI_COMPOSE_SHADER(STR) #STR
+
 const char* EFFECTS_VIEW_VERTEX_SOURCE = DALI_COMPOSE_SHADER(
   attribute mediump vec2 aPosition;\n
   varying mediump vec2 vTexCoord;\n
@@ -156,7 +161,7 @@ void EffectsView::SetType( Toolkit::EffectsView::EffectType type )
 
     Actor self = Self();
     Property::Map rendererMap;
-    rendererMap.Insert( "rendererType", "image" );
+    rendererMap.Insert( "rendererType", "IMAGE" );
 
     switch( type )
     {
@@ -183,7 +188,7 @@ void EffectsView::SetType( Toolkit::EffectsView::EffectType type )
     customShader[ "vertexShader" ] = EFFECTS_VIEW_VERTEX_SOURCE;
     customShader[ "fragmentShader" ] = EFFECTS_VIEW_FRAGMENT_SOURCE;
     rendererMap[ "shader" ] = customShader;
-    Toolkit::RendererFactory::Get().ResetRenderer( mRendererPostFilter, self, rendererMap );
+    InitializeVisual( self, mRendererPostFilter, rendererMap );
 
     mEffectType = type;
   }
@@ -427,15 +432,16 @@ void EffectsView::AllocateResources()
     mLastSize = mTargetSize;
     SetupCameras();
 
-    Toolkit::RendererFactory rendererFactory = Toolkit::RendererFactory::Get();
-    Actor self = Self();
+    Actor self( Self() );
 
     mImageForChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
-    rendererFactory.ResetRenderer(mRendererForChildren, self, mImageForChildren);
+    InitializeVisual( self, mRendererForChildren, mImageForChildren );
     mRendererForChildren.SetDepthIndex( DepthIndex::CONTENT+1 );
 
     mImagePostFilter = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
-    rendererFactory.ResetRenderer(mRendererPostFilter, self, mImagePostFilter);
+    TextureSet textureSet = TextureSet::New();
+    TextureSetImage( textureSet, 0u,  mImagePostFilter );
+    self.GetRendererAt( 0 ).SetTextures( textureSet );
     mRendererPostFilter.SetDepthIndex( DepthIndex::CONTENT );
 
     SetupFilters();