/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
#include <dali/integration-api/debug.h>
// INTERNAL_INCLUDES
+#include <dali-toolkit/devel-api/controls/control-devel.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
Actor self( Self() );
mVisuals[0] = Toolkit::VisualFactory::Get().CreateVisual( mInputImage );
- RegisterVisual( 0, mVisuals[0] ); // Will clean up previously registered visuals for this index.
- mVisuals[0].SetDepthIndex(0);
+ DevelControl::RegisterVisual( *this, 0, mVisuals[0], 0 ); // Will clean up previously registered visuals for this index.
// custom shader is not applied on the original image.
BlurImage( 0, inputImage);
GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT );
mVisuals[i] = Toolkit::VisualFactory::Get().CreateVisual( mBlurredImage[i - 1] );
- RegisterVisual( i, mVisuals[i] ); // Will clean up existing visual with same index.
- mVisuals[i].SetDepthIndex( i );
+ DevelControl::RegisterVisual( *this, i, mVisuals[i], int( i ) ); // Will clean up existing visual with same index.
SetShaderEffect( mVisuals[i] );
}
SetImage( mInputImage );
}
}
+
+ Control::OnSizeSet( targetSize );
}
void SuperBlurView::OnStageConnection( int depth )
return;
}
- // Chaining up first ensures visuals have SetOnStage called to create their renderers
+ // Exception to the rule, chaining up first ensures visuals have SetOnStage called to create their renderers
Control::OnStageConnection( depth );
Actor self = Self();
// Note that the renderer indices are depending on the order they been added to the actor
// which might be different from the blur level of its texture.
// We can check the depth index of the renderer to know which blurred image it renders.
+ // All visuals WILL have renderers at this point as we are simply creating visuals with an Image handle.
Renderer renderer = self.GetRendererAt( i );
int depthIndex = renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX);
if( depthIndex > 0 )
}
}
-void SuperBlurView::OnStageDisconnection( )
-{
- Control::OnStageDisconnection();
-}
-
Vector3 SuperBlurView::GetNaturalSize()
{
if( mInputImage )