Actor's Transformation API Cleanup
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / shadow-view / shadow-view-impl.cpp
index fbc2e1c..23f1f0f 100644 (file)
@@ -1,18 +1,19 @@
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-//     http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
 
 // CLASS HEADER
 #include "shadow-view-impl.h"
 // EXTERNAL INCLUDES
 #include <sstream>
 #include <iomanip>
+#include <dali/public-api/animation/active-constraint.h>
+#include <dali/public-api/animation/constraint.h>
+#include <dali/public-api/common/stage.h>
+#include <dali/public-api/object/type-registry.h>
+#include <dali/public-api/object/type-registry-helper.h>
+#include <dali/public-api/render-tasks/render-task-list.h>
+#include <dali/integration-api/debug.h>
 
 // INTERNAL INCLUDES
 #include <dali-toolkit/internal/controls/shadow-view/shadow-view-impl.h>
 #include <dali-toolkit/internal/filters/blur-two-pass-filter.h>
-#include <dali/integration-api/debug.h>
 
 // TODO:
 // pixel format / size - set from JSON
@@ -63,8 +70,8 @@ BaseHandle Create()
   return Toolkit::ShadowView::New();
 }
 
-TypeRegistration mType( typeid(Toolkit::ShadowView), typeid(Toolkit::Control), Create );
-
+DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ShadowView, Toolkit::Control, Create )
+DALI_TYPE_REGISTRATION_END()
 
 const float BLUR_STRENGTH_DEFAULT = 1.0f;
 
@@ -73,12 +80,11 @@ const float DEFAULT_FIELD_OF_VIEW_RADIANS = Math::PI / 4.0f; // 45 degrees
 
 const Vector4 DEFAULT_SHADOW_COLOR = Vector4(0.2f, 0.2f, 0.2f, 0.8f);
 
-const std::string SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME( "uLightCameraProjectionMatrix" );
-const std::string SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME( "uLightCameraViewMatrix" );
-const std::string SHADER_SHADOW_COLOR_PROPERTY_NAME( "uShadowColor" );
-
-const std::string BLUR_STRENGTH_PROPERTY_NAME( "BlurStrengthProperty" );
-const std::string SHADOW_COLOR_PROPERTY_NAME( "ShadowColorProperty" );
+const char* const SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME = "uLightCameraProjectionMatrix";
+const char* const SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME = "uLightCameraViewMatrix";
+const char* const SHADER_SHADOW_COLOR_PROPERTY_NAME = "uShadowColor";
+const char* const BLUR_STRENGTH_PROPERTY_NAME = "BlurStrengthProperty";
+const char* const SHADOW_COLOR_PROPERTY_NAME = "ShadowColorProperty";
 
 const char* const RENDER_SHADOW_VERTEX_SOURCE =
   " uniform mediump mat4 uLightCameraProjectionMatrix;\n"
@@ -116,7 +122,7 @@ struct EqualToConstraintMatrix
 } // namespace
 
 ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale )
-: ControlImpl( false ),  // doesn't require touch events
+: Control( CONTROL_BEHAVIOUR_NONE ),
   mChildrenRoot(Actor::New()),
   mCachedShadowColor(DEFAULT_SHADOW_COLOR),
   mCachedBackgroundColor(DEFAULT_SHADOW_COLOR.r, DEFAULT_SHADOW_COLOR.g, DEFAULT_SHADOW_COLOR.b, 0.0f),
@@ -176,9 +182,9 @@ void ShadowView::SetShadowPlane(Actor shadowPlane)
 
   ConstrainCamera();
 
-  mShadowPlane.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, Source( mShadowPlaneBg, Actor::SIZE ), EqualToConstraint() ) );
+  mShadowPlane.SetSizeMode( SIZE_EQUAL_TO_PARENT );
 
-  mBlurRootActor.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, Source( mShadowPlane, Actor::SIZE ), EqualToConstraint() ) );
+  mBlurRootActor.SetSizeMode( SIZE_EQUAL_TO_PARENT );
 }
 
 void ShadowView::SetPointLight(Actor pointLight)
@@ -233,16 +239,17 @@ void ShadowView::OnInitialize()
 {
   // root actor to parent all user added actors. Used as source actor for shadow render task.
   mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
-  mChildrenRoot.ApplyConstraint(Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ));
+  mChildrenRoot.SetSizeMode( SIZE_EQUAL_TO_PARENT );
 
   Vector2 stageSize = Stage::GetCurrent().GetSize();
   mCameraActor = CameraActor::New(stageSize);
+
   mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
 
   // Target is constrained to point at the shadow plane origin
   mCameraActor.SetNearClippingPlane( 1.0f );
   mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
-  mCameraActor.SetInvertYAxis(false);
+  mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
   mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
 
   mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
@@ -270,7 +277,7 @@ void ShadowView::OnInitialize()
 
   // Turn off inheritance to ensure filter renders properly
   mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
-  mBlurRootActor.SetInheritRotation(false);
+  mBlurRootActor.SetInheritOrientation(false);
   mBlurRootActor.SetInheritScale(false);
   mBlurRootActor.SetColorMode(USE_OWN_COLOR);
 
@@ -308,15 +315,15 @@ void ShadowView::ConstrainCamera()
     // is under control of application, can't use transform inheritance)
 
     Constraint cameraOrientationConstraint =
-      Constraint::New<Quaternion> ( Actor::ROTATION,
-                                    Source( mShadowPlane, Actor::WORLD_POSITION ),
-                                    Source( mPointLight,  Actor::WORLD_POSITION ),
-                                    Source( mShadowPlane, Actor::WORLD_ROTATION ),
+      Constraint::New<Quaternion> ( Actor::Property::ORIENTATION,
+                                    Source( mShadowPlane, Actor::Property::WORLD_POSITION ),
+                                    Source( mPointLight,  Actor::Property::WORLD_POSITION ),
+                                    Source( mShadowPlane, Actor::Property::WORLD_ORIENTATION ),
                                     &LookAt );
 
     mCameraActor.ApplyConstraint( cameraOrientationConstraint );
 
-    Constraint pointLightPositionConstraint = Constraint::New<Vector3>( Actor::POSITION, Source( mPointLight, Actor::WORLD_POSITION ), EqualToConstraint() );
+    Constraint pointLightPositionConstraint = Constraint::New<Vector3>( Actor::Property::POSITION, Source( mPointLight, Actor::Property::WORLD_POSITION ), EqualToConstraint() );
 
     mCameraActor.ApplyConstraint( pointLightPositionConstraint );
   }
@@ -364,8 +371,8 @@ void ShadowView::SetShaderConstants()
   Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME);
   Property::Index lightCameraViewMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME);
 
-  Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::PROJECTION_MATRIX ), EqualToConstraintMatrix());
-  Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::VIEW_MATRIX ), EqualToConstraintMatrix());
+  Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::PROJECTION_MATRIX ), EqualToConstraintMatrix());
+  Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::VIEW_MATRIX ), EqualToConstraintMatrix());
 
   mShadowRenderShader.ApplyConstraint(projectionMatrixConstraint);
   mShadowRenderShader.ApplyConstraint(viewMatrixConstraint);