// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
-#include <dali-toolkit/devel-api/controls/visual-factory/visual-factory.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>
customShader[ "vertexShader" ] = EFFECTS_VIEW_VERTEX_SOURCE;
customShader[ "fragmentShader" ] = EFFECTS_VIEW_FRAGMENT_SOURCE;
rendererMap[ "shader" ] = customShader;
- InitializeVisual( self, mRendererPostFilter, rendererMap );
+ InitializeVisual( self, mVisualPostFilter, rendererMap );
mEffectType = type;
}
Enable();
Actor self = Self();
- if( mRendererPostFilter )
+ if( mVisualPostFilter )
{
- mRendererPostFilter.SetOnStage( self );
+ mVisualPostFilter.SetOnStage( self );
}
- if( mRendererForChildren )
+ if( mVisualForChildren )
{
- mRendererForChildren.SetOnStage( self );
+ mVisualForChildren.SetOnStage( self );
}
}
}
Actor self = Self();
- if( mRendererPostFilter )
+ if( mVisualPostFilter )
{
- mRendererPostFilter.SetOffStage( self );
+ mVisualPostFilter.SetOffStage( self );
}
- if( mRendererForChildren )
+ if( mVisualForChildren )
{
- mRendererForChildren.SetOffStage( self );
+ mVisualForChildren.SetOffStage( self );
}
Control::OnStageDisconnection();
Actor self( Self() );
mImageForChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
- InitializeVisual( self, mRendererForChildren, mImageForChildren );
- mRendererForChildren.SetDepthIndex( DepthIndex::CONTENT+1 );
+ InitializeVisual( self, mVisualForChildren, mImageForChildren );
+ mVisualForChildren.SetDepthIndex( DepthIndex::CONTENT+1 );
mImagePostFilter = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
TextureSet textureSet = TextureSet::New();
TextureSetImage( textureSet, 0u, mImagePostFilter );
self.GetRendererAt( 0 ).SetTextures( textureSet );
- mRendererPostFilter.SetDepthIndex( DepthIndex::CONTENT );
+ mVisualPostFilter.SetDepthIndex( DepthIndex::CONTENT );
SetupFilters();
}