(Control Renderers) Change renderer type values to uppercase
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / renderers / debug / debug-renderer.cpp
index d864098..68dd38e 100644 (file)
@@ -23,6 +23,7 @@
 #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/control-renderer-data-impl.h>
+#include <dali-toolkit/internal/controls/renderers/renderer-string-constants.h>
 
 namespace Dali
 {
@@ -35,9 +36,6 @@ namespace Internal
 
 namespace
 {
-const char * const RENDERER_TYPE("rendererType");
-const char * const RENDERER_TYPE_VALUE("debug");
-
 const char * const POSITION_ATTRIBUTE_NAME("aPosition");
 const char * const INDEX_NAME("indices");
 
@@ -82,7 +80,7 @@ void DebugRenderer::DoSetOnStage( Actor& actor )
 void DebugRenderer::DoCreatePropertyMap( Property::Map& map ) const
 {
   map.Clear();
-  map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
+  map.Insert( RENDERER_TYPE, DEBUG_RENDERER );
 }
 
 void DebugRenderer::InitializeRenderer()
@@ -92,9 +90,8 @@ void DebugRenderer::InitializeRenderer()
   {
     Geometry geometry = CreateQuadWireframeGeometry();
     Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
-    Material material = Material::New( shader );
-    mImpl->mRenderer = Renderer::New( geometry,
-                                      material );
+
+    mImpl->mRenderer = Renderer::New( geometry, shader);
     mFactoryCache.CacheDebugRenderer( mImpl->mRenderer );
   }
 }
@@ -114,20 +111,16 @@ Geometry DebugRenderer::CreateQuadWireframeGeometry()
 
   Property::Map quadVertexFormat;
   quadVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
-  PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat, 4 );
-  quadVertices.SetData(quadVertexData);
+  PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+  quadVertices.SetData( quadVertexData, 4 );
 
   // Create indices
-  unsigned int indexData[10] = { 0, 1, 1, 2, 2, 3, 3, 0 };
-  Property::Map indexFormat;
-  indexFormat[INDEX_NAME] = Property::INTEGER;
-  PropertyBuffer indices = PropertyBuffer::New( indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
-  indices.SetData(indexData);
+  unsigned short indexData[10] = { 0, 1, 1, 2, 2, 3, 3, 0 };
 
   // Create the geometry object
   Geometry geometry = Geometry::New();
   geometry.AddVertexBuffer( quadVertices );
-  geometry.SetIndexBuffer( indices );
+  geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
   geometry.SetGeometryType( Geometry::LINES );
 
   return geometry;