#include <dali/public-api/rendering/shader.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/actors/actor-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/visual-properties.h>
void GaussianBlurView::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 shaders
// Create an actor for performing a horizontal blur on the texture
mHorizBlurActor = Actor::New();
- mHorizBlurActor.SetParentOrigin(ParentOrigin::CENTER);
+ mHorizBlurActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
Renderer renderer = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
mHorizBlurActor.AddRenderer( renderer );
// Create an actor for performing a vertical blur on the texture
mVertBlurActor = Actor::New();
- mVertBlurActor.SetParentOrigin(ParentOrigin::CENTER);
+ mVertBlurActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
renderer = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
mVertBlurActor.AddRenderer( renderer );
if(!mBlurUserImage)
{
mCompositingActor = Actor::New();
- mCompositingActor.SetParentOrigin(ParentOrigin::CENTER);
- mCompositingActor.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
+ mCompositingActor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
+ mCompositingActor.SetProperty( DevelActor::Property::OPACITY,GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE );
mCompositingActor.AddRenderer( renderer );
// 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 );
renderer = CreateRenderer( BASIC_VERTEX_SOURCE, BASIC_FRAGMENT_SOURCE );
mTargetActor.AddRenderer( renderer );
// Create cameras for the renders corresponding to the view size
mRenderFullSizeCamera = CameraActor::New();
mRenderFullSizeCamera.SetInvertYAxis( true );
- mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
+ mRenderFullSizeCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
//////////////////////////////////////////////////////
// Connect to actor tree
// Create camera for the renders corresponding to the (potentially downsampled) render targets' size
mRenderDownsampledCamera = CameraActor::New();
mRenderDownsampledCamera.SetInvertYAxis( true );
- mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
+ mRenderDownsampledCamera.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER );
//////////////////////////////////////////////////////
// Connect to actor tree