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remove the duplicate properties from ColorRenderer and BorderRenderer
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
renderers
/
border
/
border-renderer.cpp
diff --git
a/dali-toolkit/internal/controls/renderers/border/border-renderer.cpp
b/dali-toolkit/internal/controls/renderers/border/border-renderer.cpp
index
8e0d094
..
19872bd
100644
(file)
--- a/
dali-toolkit/internal/controls/renderers/border/border-renderer.cpp
+++ b/
dali-toolkit/internal/controls/renderers/border/border-renderer.cpp
@@
-37,13
+37,11
@@
namespace Internal
namespace
{
namespace
{
-const char * const RENDERER_TYPE("renderer
-t
ype");
-const char * const RENDERER_TYPE_VALUE("border
-r
enderer");
+const char * const RENDERER_TYPE("renderer
T
ype");
+const char * const RENDERER_TYPE_VALUE("border
R
enderer");
-const char * const COLOR_NAME("border-color");
-const char * const COLOR_UNIFORM_NAME("uBorderColor");
-const char * const SIZE_NAME("border-size");
-const char * const SIZE_UNIFORM_NAME("uBorderSize");
+const char * const COLOR_NAME("borderColor");
+const char * const SIZE_NAME("borderSize");
const char * const POSITION_ATTRIBUTE_NAME("aPosition");
const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
const char * const POSITION_ATTRIBUTE_NAME("aPosition");
const char * const DRIFT_ATTRIBUTE_NAME("aDrift");
@@
-55,22
+53,22
@@
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aDrift;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
attribute mediump vec2 aDrift;\n
uniform mediump mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
- uniform mediump float
uB
orderSize;\n
+ uniform mediump float
b
orderSize;\n
\n
void main()\n
{\n
\n
void main()\n
{\n
- vec2 position = aPosition*uSize.xy + aDrift*
uB
orderSize;\n
+ vec2 position = aPosition*uSize.xy + aDrift*
b
orderSize;\n
gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
}\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
}\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform lowp vec4 uColor;\n
- uniform lowp vec4
uB
orderColor;\n
+ uniform lowp vec4
b
orderColor;\n
\n
void main()\n
{\n
\n
void main()\n
{\n
- gl_FragColor =
uB
orderColor*uColor;\n
+ gl_FragColor =
b
orderColor*uColor;\n
}\n
);
}
}\n
);
}
@@
-114,12
+112,12
@@
void BorderRenderer::DoSetOnStage( Actor& actor )
{
InitializeRenderer();
{
InitializeRenderer();
- mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_
UNIFORM_
NAME, mBorderColor );
+ mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_NAME, mBorderColor );
if( mBorderColor.a < 1.f )
{
(mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
}
if( mBorderColor.a < 1.f )
{
(mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
}
- mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_
UNIFORM_
NAME, mBorderSize );
+ mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_NAME, mBorderSize );
}
void BorderRenderer::DoCreatePropertyMap( Property::Map& map ) const
}
void BorderRenderer::DoCreatePropertyMap( Property::Map& map ) const
@@
-136,14
+134,14
@@
void BorderRenderer::InitializeRenderer()
if( !geometry )
{
geometry = CreateBorderGeometry();
if( !geometry )
{
geometry = CreateBorderGeometry();
- mFactoryCache.SaveGeometry( RendererFactoryCache::
QUAD
_GEOMETRY, geometry );
+ mFactoryCache.SaveGeometry( RendererFactoryCache::
BORDER
_GEOMETRY, geometry );
}
Shader shader = mFactoryCache.GetShader( RendererFactoryCache::BORDER_SHADER );
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
}
Shader shader = mFactoryCache.GetShader( RendererFactoryCache::BORDER_SHADER );
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( RendererFactoryCache::
COLO
R_SHADER, shader );
+ mFactoryCache.SaveShader( RendererFactoryCache::
BORDE
R_SHADER, shader );
}
Material material = Material::New( shader );
}
Material material = Material::New( shader );