// EXTERNAL HEADER
#include <dali/public-api/common/dali-common.h>
+#include <dali/integration-api/debug.h>
//INTERNAL HEARDER
#include <dali-toolkit/internal/controls/renderers/control-renderer-data-impl.h>
+namespace
+{
+//custom shader
+const char * const CUSTOM_SHADER( "shader" );
+const char * const CUSTOM_VERTEX_SHADER( "vertexShader" );
+const char * const CUSTOM_FRAGMENT_SHADER( "fragmentShader" );
+const char * const CUSTOM_SUBDIVIDE_GRID_X( "subdivideGridX" );
+const char * const CUSTOM_SUBDIVIDE_GRID_Y( "subdivideGridY" );
+const char * const CUSTOM_SHADER_HINTS( "hints" ); ///< type INTEGER; (bitfield) values from enum Shader::Hints
+}
+
namespace Dali
{
namespace Internal
{
-ControlRenderer::ControlRenderer()
-: mImpl( new Impl() )
+ControlRenderer::ControlRenderer( RendererFactoryCache& factoryCache )
+: mImpl( new Impl() ),
+ mFactoryCache( factoryCache )
{
- mImpl->mIsOnStage = false;
}
ControlRenderer::~ControlRenderer()
delete mImpl;
}
+void ControlRenderer::Initialize( Actor& actor, const Property::Map& propertyMap )
+{
+ if( mImpl->mCustomShader )
+ {
+ mImpl->mCustomShader->SetPropertyMap( propertyMap );
+ }
+ else
+ {
+ Property::Value* customShaderValue = propertyMap.Find( CUSTOM_SHADER );
+ if( customShaderValue )
+ {
+ Property::Map customShader;
+ if( customShaderValue->Get( customShader ) )
+ {
+ mImpl->mCustomShader = new Impl::CustomShader( propertyMap );
+ }
+ }
+ }
+ DoInitialize( actor, propertyMap );
+}
+
void ControlRenderer::SetSize( const Vector2& size )
{
mImpl->mSize = size;
void ControlRenderer::SetOnStage( Actor& actor )
{
- Material material = Material::New( mImpl->mShader );
- mImpl->mRenderer = Renderer::New( mImpl->mGeometry, material );
+ DoSetOnStage( actor );
+
mImpl->mRenderer.SetDepthIndex( mImpl->mDepthIndex );
actor.AddRenderer( mImpl->mRenderer );
- mImpl->mIsOnStage = true;
-
- DoSetOnStage( actor );
+ mImpl->mFlags |= Impl::IS_ON_STAGE;
}
void ControlRenderer::SetOffStage( Actor& actor )
{
- if( mImpl->mIsOnStage )
+ if( GetIsOnStage() )
{
DoSetOffStage( actor );
-
actor.RemoveRenderer( mImpl->mRenderer );
mImpl->mRenderer.Reset();
- mImpl->mIsOnStage = false;
+ mImpl->mFlags &= ~Impl::IS_ON_STAGE;
}
}
{
}
+void ControlRenderer::CreatePropertyMap( Property::Map& map ) const
+{
+ if( mImpl->mCustomShader )
+ {
+ mImpl->mCustomShader->CreatePropertyMap( map );
+ }
+ DoCreatePropertyMap( map );
+}
+
+bool ControlRenderer::GetIsOnStage() const
+{
+ return mImpl->mFlags & Impl::IS_ON_STAGE;
+}
+
+bool ControlRenderer::GetIsFromCache() const
+{
+ return mImpl->mFlags & Impl::IS_FROM_CACHE;
+}
+
} // namespace Internal
} // namespace Toolkit