*/
// CLASS HEADER
-#include "color-renderer.h"
+#include "color-visual.h"
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
//INTERNAL INCLUDES
-#include <dali-toolkit/internal/controls/renderers/renderer-factory-impl.h>
-#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
-#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
-#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
+#include <dali-toolkit/internal/controls/renderers/visual-factory-impl.h>
+#include <dali-toolkit/internal/controls/renderers/visual-factory-cache.h>
+#include <dali-toolkit/internal/controls/renderers/visual-string-constants.h>
+#include <dali-toolkit/internal/controls/renderers/visual-data-impl.h>
namespace Dali
{
);
}
-ColorRenderer::ColorRenderer( RendererFactoryCache& factoryCache )
-: ControlRenderer( factoryCache ),
+ColorVisual::ColorVisual( VisualFactoryCache& factoryCache )
+: Visual( factoryCache ),
mMixColorIndex( Property::INVALID_INDEX )
{
}
-ColorRenderer::~ColorRenderer()
+ColorVisual::~ColorVisual()
{
}
-void ColorRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void ColorVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
{
Property::Value* color = propertyMap.Find( COLOR_NAME );
if( !( color && color->Get(mMixColor) ) )
{
- DALI_LOG_ERROR( "Fail to provide a color to the ColorRenderer object" );
+ DALI_LOG_ERROR( "Fail to provide a color to the ColorVisual object" );
}
}
-void ColorRenderer::SetSize( const Vector2& size )
+void ColorVisual::SetSize( const Vector2& size )
{
- ControlRenderer::SetSize( size );
+ Visual::SetSize( size );
// ToDo: renderer responds to the size change
}
-void ColorRenderer::SetClipRect( const Rect<int>& clipRect )
+void ColorVisual::SetClipRect( const Rect<int>& clipRect )
{
- ControlRenderer::SetClipRect( clipRect );
+ Visual::SetClipRect( clipRect );
//ToDo: renderer responds to the clipRect change
}
-void ColorRenderer::SetOffset( const Vector2& offset )
+void ColorVisual::SetOffset( const Vector2& offset )
{
//ToDo: renderer applies the offset
}
-void ColorRenderer::DoSetOnStage( Actor& actor )
+void ColorVisual::DoSetOnStage( Actor& actor )
{
InitializeRenderer();
}
-void ColorRenderer::DoCreatePropertyMap( Property::Map& map ) const
+void ColorVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
map.Insert( RENDERER_TYPE, COLOR_RENDERER );
map.Insert( COLOR_NAME, mMixColor );
}
-void ColorRenderer::InitializeRenderer()
+void ColorVisual::InitializeRenderer()
{
- Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
+ Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
if( !geometry )
{
- geometry = RendererFactoryCache::CreateQuadGeometry();
- mFactoryCache.SaveGeometry( RendererFactoryCache::QUAD_GEOMETRY, geometry );
+ geometry = VisualFactoryCache::CreateQuadGeometry();
+ mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
}
- Shader shader = mFactoryCache.GetShader( RendererFactoryCache::COLOR_SHADER );
+ Shader shader = mFactoryCache.GetShader( VisualFactoryCache::COLOR_SHADER );
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mFactoryCache.SaveShader( RendererFactoryCache::COLOR_SHADER, shader );
+ mFactoryCache.SaveShader( VisualFactoryCache::COLOR_SHADER, shader );
}
mImpl->mRenderer = Renderer::New( geometry, shader );
}
}
-void ColorRenderer::SetColor(const Vector4& color)
+void ColorVisual::SetColor(const Vector4& color)
{
mMixColor = color;