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Rename of Control Renderers to Visuals
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
renderers
/
visual-data-impl.cpp
diff --git
a/dali-toolkit/internal/controls/renderers/control-renderer-data-impl.cpp
b/dali-toolkit/internal/controls/renderers/visual-data-impl.cpp
similarity index 93%
rename from
dali-toolkit/internal/controls/renderers/control-renderer-data-impl.cpp
rename to
dali-toolkit/internal/controls/renderers/visual-data-impl.cpp
index
168f579
..
23f4242
100644
(file)
--- a/
dali-toolkit/internal/controls/renderers/control-renderer-data-impl.cpp
+++ b/
dali-toolkit/internal/controls/renderers/visual-data-impl.cpp
@@
-16,7
+16,7
@@
*/
// CLASS HEADER
*/
// CLASS HEADER
-#include "
control-renderer
-data-impl.h"
+#include "
visual
-data-impl.h"
// EXTERNAL HEADER
#include <dali/public-api/common/dali-common.h>
// EXTERNAL HEADER
#include <dali/public-api/common/dali-common.h>
@@
-75,26
+75,26
@@
Shader::ShaderHints HintFromString( std::string hintString )
}// unnamed namespace
}// unnamed namespace
-Internal::
ControlRenderer
::Impl::Impl()
+Internal::
Visual
::Impl::Impl()
: mCustomShader(NULL),
mDepthIndex( 0.0f ),
mFlags( 0 )
{
}
: mCustomShader(NULL),
mDepthIndex( 0.0f ),
mFlags( 0 )
{
}
-Internal::
ControlRenderer
::Impl::~Impl()
+Internal::
Visual
::Impl::~Impl()
{
delete mCustomShader;
}
{
delete mCustomShader;
}
-Internal::
ControlRenderer
::Impl::CustomShader::CustomShader( const Property::Map& map )
+Internal::
Visual
::Impl::CustomShader::CustomShader( const Property::Map& map )
: mGridSize( 1, 1 ),
mHints( Shader::HINT_NONE )
{
SetPropertyMap( map );
}
: mGridSize( 1, 1 ),
mHints( Shader::HINT_NONE )
{
SetPropertyMap( map );
}
-void Internal::
ControlRenderer
::Impl::CustomShader::SetPropertyMap( const Property::Map& shaderMap )
+void Internal::
Visual
::Impl::CustomShader::SetPropertyMap( const Property::Map& shaderMap )
{
mVertexShader.clear();
mFragmentShader.clear();
{
mVertexShader.clear();
mFragmentShader.clear();
@@
-182,7
+182,7
@@
void Internal::ControlRenderer::Impl::CustomShader::SetPropertyMap( const Proper
}
}
}
}
-void Internal::
ControlRenderer
::Impl::CustomShader::CreatePropertyMap( Property::Map& map ) const
+void Internal::
Visual
::Impl::CustomShader::CreatePropertyMap( Property::Map& map ) const
{
if( !mVertexShader.empty() || !mFragmentShader.empty() )
{
{
if( !mVertexShader.empty() || !mFragmentShader.empty() )
{