Merge "Added TextLabel and TextField tests" into tizen
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / gaussian-blur-view / gaussian-blur-view-impl.cpp
index ef1c7dd..8a38163 100644 (file)
 // EXTERNAL INCLUDES
 #include <sstream>
 #include <iomanip>
-#include <dali/public-api/animation/active-constraint.h>
 #include <dali/public-api/animation/constraint.h>
 #include <dali/public-api/animation/constraints.h>
 #include <dali/public-api/common/stage.h>
 #include <dali/public-api/object/type-registry.h>
+#include <dali/public-api/object/type-registry-helper.h>
 #include <dali/public-api/render-tasks/render-task-list.h>
 #include <dali/integration-api/debug.h>
 
@@ -40,7 +40,6 @@
 // Manager object - re-use render targets if there are multiple GaussianBlurViews created
 
 
-
 /////////////////////////////////////////////////////////
 // IMPLEMENTATION NOTES
 
@@ -85,14 +84,14 @@ BaseHandle Create()
   return Toolkit::GaussianBlurView::New();
 }
 
-TypeRegistration mType( typeid(Toolkit::GaussianBlurView), typeid(Toolkit::Control), Create );
-
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::GaussianBlurView, Toolkit::Control, Create )
+DALI_TYPE_REGISTRATION_END()
 
 const unsigned int GAUSSIAN_BLUR_VIEW_DEFAULT_NUM_SAMPLES = 5;
 const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_BELL_CURVE_WIDTH = 1.5f;
 const Pixel::Format GAUSSIAN_BLUR_VIEW_DEFAULT_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
 const float GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH = 1.0f;                                       // default, fully blurred
-const std::string GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME("GaussianBlurStrengthPropertyName");
+const char* const GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME = "GaussianBlurStrengthPropertyName";
 const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
 const float GAUSSIAN_BLUR_VIEW_DEFAULT_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
 
@@ -139,7 +138,7 @@ GaussianBlurView::GaussianBlurView()
 GaussianBlurView::GaussianBlurView( const unsigned int numSamples, const float blurBellCurveWidth, const Pixel::Format renderTargetPixelFormat,
                                     const float downsampleWidthScale, const float downsampleHeightScale,
                                     bool blurUserImage)
-  : Control( CONTROL_BEHAVIOUR_NONE )
+  : Control( NO_SIZE_NEGOTIATION )
   , mNumSamples(numSamples)
   , mBlurBellCurveWidth( 0.001f )
   , mPixelFormat(renderTargetPixelFormat)
@@ -242,18 +241,6 @@ Vector4 GaussianBlurView::GetBackgroundColor() const
 // Private methods
 //
 
-/**
- * EqualToConstraintFloat
- *
- * f(current, property) = property
- */
-struct EqualToConstraintFloat
-{
-  EqualToConstraintFloat(){}
-
-  float operator()(const float current, const PropertyInput& property) {return property.GetFloat();}
-};
-
 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
@@ -279,12 +266,14 @@ void GaussianBlurView::OnInitialize()
 
   // Create an ImageActor for performing a horizontal blur on the texture
   mImageActorHorizBlur = ImageActor::New();
+  mImageActorHorizBlur.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
   mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
   mImageActorHorizBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
   mImageActorHorizBlur.SetShaderEffect( mHorizBlurShader );
 
   // Create an ImageActor for performing a vertical blur on the texture
   mImageActorVertBlur = ImageActor::New();
+  mImageActorVertBlur.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
   mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER);
   mImageActorVertBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
   mImageActorVertBlur.SetShaderEffect( mVertBlurShader );
@@ -296,15 +285,18 @@ void GaussianBlurView::OnInitialize()
   if(!mBlurUserImage)
   {
     mImageActorComposite = ImageActor::New();
+    mImageActorComposite.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
     mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER);
     mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
     mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
 
-    Constraint blurStrengthConstraint = Constraint::New<float>( Actor::COLOR_ALPHA, ParentSource(mBlurStrengthPropertyIndex), EqualToConstraintFloat());
-    mImageActorComposite.ApplyConstraint(blurStrengthConstraint);
+    Constraint blurStrengthConstraint = Constraint::New<float>( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
+    blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) );
+    blurStrengthConstraint.Apply();
 
     // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
     mTargetActor = ImageActor::New();
+    mTargetActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
     mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
     mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
 
@@ -408,8 +400,6 @@ void GaussianBlurView::AllocateResources()
     mRenderDownsampledCamera.SetNearClippingPlane(1.0f);
     mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
     mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
-    // Point the camera back into the scene
-    mRenderDownsampledCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
 
     mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
 
@@ -422,8 +412,6 @@ void GaussianBlurView::AllocateResources()
       mRenderFullSizeCamera.SetNearClippingPlane(1.0f);
       mRenderFullSizeCamera.SetAspectRatio(mTargetSize.width / mTargetSize.height);
       mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
-      // Point the camera back into the scene
-      mRenderFullSizeCamera.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
 
       float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
       mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);