#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/devel-api/object/type-registry-helper.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/integration-api/debug.h>
} // namespace
ShadowView::ShadowView( float downsampleWidthScale, float downsampleHeightScale )
-: Control( CONTROL_BEHAVIOUR_NONE ),
+: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
mChildrenRoot(Actor::New()),
mCachedShadowColor(DEFAULT_SHADOW_COLOR),
mCachedBackgroundColor(DEFAULT_SHADOW_COLOR.r, DEFAULT_SHADOW_COLOR.g, DEFAULT_SHADOW_COLOR.b, 0.0f),
ConstrainCamera();
- mShadowPlane.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
+ mShadowPlane.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- mBlurRootActor.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
+ mBlurRootActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
}
void ShadowView::SetPointLight(Actor pointLight)
{
// root actor to parent all user added actors. Used as source actor for shadow render task.
mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
- mChildrenRoot.SetRelayoutEnabled( true );
- mChildrenRoot.SetResizePolicy( FILL_TO_PARENT, ALL_DIMENSIONS );
+ mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
Vector2 stageSize = Stage::GetCurrent().GetSize();
mCameraActor = CameraActor::New(stageSize);
mBlurRootActor = Actor::New();
mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
- mBlurRootActor.SetRelayoutEnabled( true );
// Turn off inheritance to ensure filter renders properly
mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
{
}
-void ShadowView::OnStageConnection()
-{
- // TODO: can't call this here, since SetImage() calls fail to connect images to stage, since parent chain not fully on stage yet
- // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate()
- //Activate();
-}
-
-void ShadowView::OnStageDisconnection()
-{
- // TODO: can't call this here, since SetImage() calls fails similarly to above
- // Need to fix the stage connection so this callback can be used arbitrarily. At that point we can simplify the API by removing the need for Activate() / Deactivate()
- //Deactivate();
-}
-
void ShadowView::ConstrainCamera()
{
if( mPointLight && mShadowPlane )