Use RegisterUniqueProperty for some more renderers
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / super-blur-view / super-blur-view-impl.cpp
index 581b87e..ad90105 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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 "super-blur-view-impl.h"
 
 // EXTERNAL INCLUDES
-#include <cmath>
+#include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/scripting/scripting.h>
+#include <dali/integration-api/debug.h>
 #include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/common/stage.h>
 #include <dali/public-api/object/property-map.h>
-#include <dali/public-api/object/type-registry.h>
 #include <dali/public-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry.h>
 #include <dali/public-api/rendering/renderer.h>
-#include <dali/devel-api/scripting/scripting.h>
-#include <dali/integration-api/debug.h>
+#include <cmath>
 
 // INTERNAL_INCLUDES
 #include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/internal/controls/control/control-data-impl.h>
+#include <dali-toolkit/internal/controls/control/control-renderers.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
 #include <dali-toolkit/internal/visuals/visual-base-impl.h>
 #include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
 
 namespace //Unnamed namespace
 {
-
 using namespace Dali;
 
 //Todo: make these properties instead of constants
-const unsigned int GAUSSIAN_BLUR_DEFAULT_NUM_SAMPLES = 11;
-const unsigned int GAUSSIAN_BLUR_NUM_SAMPLES_INCREMENTATION = 10;
-const float GAUSSIAN_BLUR_BELL_CURVE_WIDTH = 4.5f;
-const float GAUSSIAN_BLUR_BELL_CURVE_WIDTH_INCREMENTATION = 5.f;
-const Pixel::Format GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT = Pixel::RGBA8888;
-const float GAUSSIAN_BLUR_DOWNSAMPLE_WIDTH_SCALE = 0.5f;
-const float GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE = 0.5f;
-
-const char* ALPHA_UNIFORM_NAME( "uAlpha" );
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
-  varying mediump vec2 vTexCoord;\n
-  uniform sampler2D sTexture;\n
-  uniform lowp vec4 uColor;\n
-  uniform lowp float uAlpha;\n
-  \n
-  void main()\n
-  {\n
-    gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n
-    gl_FragColor.a *= uAlpha;
-  }\n
-);
+const unsigned int  GAUSSIAN_BLUR_DEFAULT_NUM_SAMPLES             = 11;
+const unsigned int  GAUSSIAN_BLUR_NUM_SAMPLES_INCREMENTATION      = 10;
+const float         GAUSSIAN_BLUR_BELL_CURVE_WIDTH                = 4.5f;
+const float         GAUSSIAN_BLUR_BELL_CURVE_WIDTH_INCREMENTATION = 5.f;
+const Pixel::Format GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT      = Pixel::RGBA8888;
+const float         GAUSSIAN_BLUR_DOWNSAMPLE_WIDTH_SCALE          = 0.5f;
+const float         GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE         = 0.5f;
+
+const char* ALPHA_UNIFORM_NAME("uAlpha");
 
 /**
  * The constraint is used to blend the group of blurred images continuously with a unified blur strength property value which ranges from zero to one.
@@ -69,12 +60,12 @@ struct ActorOpacityConstraint
 {
   ActorOpacityConstraint(int totalImageNum, int currentImageIdx)
   {
-    float rangeLength = 1.f / static_cast<float>( totalImageNum );
-    float index = static_cast<float>( currentImageIdx );
-    mRange = Vector2( index*rangeLength, (index+1.f)*rangeLength );
+    float rangeLength = 1.f / static_cast<float>(totalImageNum);
+    float index       = static_cast<float>(currentImageIdx);
+    mRange            = Vector2(index * rangeLength, (index + 1.f) * rangeLength);
   }
 
-  void operator()( float& current, const PropertyInputContainer& inputs )
+  void operator()(float& current, const PropertyInputContainer& inputs)
   {
     float blurStrength = inputs[0]->GetFloat();
     if(blurStrength < mRange.x)
@@ -87,7 +78,7 @@ struct ActorOpacityConstraint
     }
     else
     {
-      current = ( blurStrength - mRange.x) / ( mRange.y - mRange.x );
+      current = (blurStrength - mRange.x) / (mRange.y - mRange.x);
     }
   }
 
@@ -98,56 +89,52 @@ struct ActorOpacityConstraint
 
 namespace Dali
 {
-
 namespace Toolkit
 {
-
 namespace Internal
 {
-
 namespace
 {
-
 const unsigned int DEFAULT_BLUR_LEVEL(5u); ///< The default blur level when creating SuperBlurView from the type registry
 
 BaseHandle Create()
 {
-  return Toolkit::SuperBlurView::New( DEFAULT_BLUR_LEVEL );
+  return Toolkit::SuperBlurView::New(DEFAULT_BLUR_LEVEL);
 }
 
 // Setup properties, signals and actions using the type-registry.
-DALI_TYPE_REGISTRATION_BEGIN( Toolkit::SuperBlurView, Toolkit::Control, Create )
+DALI_TYPE_REGISTRATION_BEGIN(Toolkit::SuperBlurView, Toolkit::Control, Create)
 
-DALI_PROPERTY_REGISTRATION( Toolkit, SuperBlurView, "image", MAP, IMAGE )
+DALI_PROPERTY_REGISTRATION(Toolkit, SuperBlurView, "imageUrl", STRING, IMAGE_URL)
 
 DALI_TYPE_REGISTRATION_END()
 
 } // unnamed namespace
 
-SuperBlurView::SuperBlurView( unsigned int blurLevels )
-: Control( ControlBehaviour( DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS ) ),
-  mTargetSize( Vector2::ZERO ),
+SuperBlurView::SuperBlurView(unsigned int blurLevels)
+: Control(ControlBehaviour(DISABLE_SIZE_NEGOTIATION | DISABLE_STYLE_CHANGE_SIGNALS)),
+  mTargetSize(Vector2::ZERO),
   mBlurStrengthPropertyIndex(Property::INVALID_INDEX),
-  mBlurLevels( blurLevels ),
-  mResourcesCleared( true )
+  mBlurLevels(blurLevels),
+  mResourcesCleared(true)
 {
-  DALI_ASSERT_ALWAYS( mBlurLevels > 0 && " Minimal blur level is one, otherwise no blur is needed" );
-  mGaussianBlurView.assign( blurLevels, Toolkit::GaussianBlurView() );
-  mBlurredImage.assign( blurLevels, FrameBufferImage() );
-  mVisuals.assign( blurLevels+1, Toolkit::Visual::Base() );
+  DALI_ASSERT_ALWAYS(mBlurLevels > 0 && " Minimal blur level is one, otherwise no blur is needed");
+  mGaussianBlurView.assign(blurLevels, Toolkit::GaussianBlurView());
+  mBlurredImage.assign(blurLevels, FrameBuffer());
+  mRenderers.assign(blurLevels + 1, Dali::Renderer());
 }
 
 SuperBlurView::~SuperBlurView()
 {
 }
 
-Toolkit::SuperBlurView SuperBlurView::New( unsigned int blurLevels )
+Toolkit::SuperBlurView SuperBlurView::New(unsigned int blurLevels)
 {
   //Create the implementation
-  IntrusivePtr<SuperBlurView> superBlurView( new SuperBlurView( blurLevels ) );
+  IntrusivePtr<SuperBlurView> superBlurView(new SuperBlurView(blurLevels));
 
   //Pass ownership to CustomActor via derived handle
-  Toolkit::SuperBlurView handle( *superBlurView );
+  Toolkit::SuperBlurView handle(*superBlurView);
 
   // Second-phase init of the implementation
   // This can only be done after the CustomActor connection has been made...
@@ -158,38 +145,42 @@ Toolkit::SuperBlurView SuperBlurView::New( unsigned int blurLevels )
 
 void SuperBlurView::OnInitialize()
 {
-  mBlurStrengthPropertyIndex = Self().RegisterProperty( "blurStrength", 0.f );
+  Actor self(Self());
+
+  mBlurStrengthPropertyIndex = self.RegisterUniqueProperty("blurStrength", 0.f);
+
+  DevelControl::SetAccessibilityConstructor(self, [](Dali::Actor actor) {
+    return std::unique_ptr<Dali::Accessibility::Accessible>(
+      new DevelControl::ControlAccessible(actor, Dali::Accessibility::Role::FILLER));
+  });
 }
 
-void SuperBlurView::SetImage(Image inputImage)
+void SuperBlurView::SetTexture(Texture texture)
 {
-  mInputImage = inputImage;
-  if( mTargetSize == Vector2::ZERO )
+  mInputTexture = texture;
+
+  if(mTargetSize == Vector2::ZERO)
   {
     return;
   }
 
   ClearBlurResource();
 
-  Actor self( Self() );
+  Actor self(Self());
 
-  mVisuals[0] = Toolkit::VisualFactory::Get().CreateVisual( mInputImage );
-  DevelControl::RegisterVisual( *this, 0, mVisuals[0] ); // Will clean up previously registered visuals for this index.
-  mVisuals[0].SetDepthIndex(0);
-  // custom shader is not applied on the original image.
+  BlurTexture(0, mInputTexture);
+  SetRendererTexture(mRenderers[0], texture);
 
-  BlurImage( 0,  inputImage);
-  for(unsigned int i=1; i<mBlurLevels;i++)
+  unsigned int i = 1;
+  for(; i < mBlurLevels; i++)
   {
-    BlurImage( i, mBlurredImage[i-1]);
+    BlurTexture(i, mBlurredImage[i - 1].GetColorTexture());
+    SetRendererTexture(mRenderers[i], mBlurredImage[i - 1]);
   }
 
-  mResourcesCleared = false;
-}
+  SetRendererTexture(mRenderers[i], mBlurredImage[i - 1]);
 
-Image SuperBlurView::GetImage()
-{
-  return mInputImage;
+  mResourcesCleared = false;
 }
 
 Property::Index SuperBlurView::GetBlurStrengthPropertyIndex() const
@@ -197,7 +188,7 @@ Property::Index SuperBlurView::GetBlurStrengthPropertyIndex() const
   return mBlurStrengthPropertyIndex;
 }
 
-void SuperBlurView::SetBlurStrength( float blurStrength )
+void SuperBlurView::SetBlurStrength(float blurStrength)
 {
   Self().SetProperty(mBlurStrengthPropertyIndex, blurStrength);
 }
@@ -205,7 +196,7 @@ void SuperBlurView::SetBlurStrength( float blurStrength )
 float SuperBlurView::GetCurrentBlurStrength() const
 {
   float blurStrength;
-  (Self().GetProperty( mBlurStrengthPropertyIndex )).Get(blurStrength);
+  (Self().GetProperty(mBlurStrengthPropertyIndex)).Get(blurStrength);
 
   return blurStrength;
 }
@@ -215,168 +206,188 @@ Toolkit::SuperBlurView::SuperBlurViewSignal& SuperBlurView::BlurFinishedSignal()
   return mBlurFinishedSignal;
 }
 
-Image SuperBlurView::GetBlurredImage( unsigned int level )
+Texture SuperBlurView::GetBlurredTexture(unsigned int level)
 {
-  DALI_ASSERT_ALWAYS( level>0 && level<=mBlurLevels );
-  return mBlurredImage[level-1];
+  DALI_ASSERT_ALWAYS(level > 0 && level <= mBlurLevels);
+
+  FrameBuffer frameBuffer = mBlurredImage[level - 1];
+
+  return frameBuffer.GetColorTexture();
 }
 
-void SuperBlurView::BlurImage( unsigned int idx, Image image )
+void SuperBlurView::BlurTexture(unsigned int idx, Texture texture)
 {
-  DALI_ASSERT_ALWAYS( mGaussianBlurView.size()>idx );
-  mGaussianBlurView[idx] = Toolkit::GaussianBlurView::New( GAUSSIAN_BLUR_DEFAULT_NUM_SAMPLES+GAUSSIAN_BLUR_NUM_SAMPLES_INCREMENTATION*idx,
-                                                           GAUSSIAN_BLUR_BELL_CURVE_WIDTH + GAUSSIAN_BLUR_BELL_CURVE_WIDTH_INCREMENTATION*static_cast<float>(idx),
-                                                           GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT,
-                                                           GAUSSIAN_BLUR_DOWNSAMPLE_WIDTH_SCALE, GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE, true );
-  mGaussianBlurView[idx].SetParentOrigin(ParentOrigin::CENTER);
-  mGaussianBlurView[idx].SetSize(mTargetSize);
-  Stage::GetCurrent().Add( mGaussianBlurView[idx] );
-  mGaussianBlurView[idx].SetUserImageAndOutputRenderTarget( image, mBlurredImage[idx] );
+  DALI_ASSERT_ALWAYS(mGaussianBlurView.size() > idx);
+  mGaussianBlurView[idx] = Toolkit::GaussianBlurView::New(GAUSSIAN_BLUR_DEFAULT_NUM_SAMPLES + GAUSSIAN_BLUR_NUM_SAMPLES_INCREMENTATION * idx,
+                                                          GAUSSIAN_BLUR_BELL_CURVE_WIDTH + GAUSSIAN_BLUR_BELL_CURVE_WIDTH_INCREMENTATION * static_cast<float>(idx),
+                                                          GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT,
+                                                          GAUSSIAN_BLUR_DOWNSAMPLE_WIDTH_SCALE,
+                                                          GAUSSIAN_BLUR_DOWNSAMPLE_HEIGHT_SCALE,
+                                                          true);
+  mGaussianBlurView[idx].SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+  mGaussianBlurView[idx].SetProperty(Actor::Property::SIZE, mTargetSize);
+  Stage::GetCurrent().Add(mGaussianBlurView[idx]);
+
+  mGaussianBlurView[idx].SetUserImageAndOutputRenderTarget(texture, mBlurredImage[idx]);
+
   mGaussianBlurView[idx].ActivateOnce();
-  if( idx == mBlurLevels-1 )
+  if(idx == mBlurLevels - 1)
   {
-    mGaussianBlurView[idx].FinishedSignal().Connect( this, &SuperBlurView::OnBlurViewFinished );
+    mGaussianBlurView[idx].FinishedSignal().Connect(this, &SuperBlurView::OnBlurViewFinished);
   }
 }
 
-void SuperBlurView::OnBlurViewFinished( Toolkit::GaussianBlurView blurView )
+void SuperBlurView::OnBlurViewFinished(Toolkit::GaussianBlurView blurView)
 {
   ClearBlurResource();
-  Toolkit::SuperBlurView handle( GetOwner() );
-  mBlurFinishedSignal.Emit( handle );
+  Toolkit::SuperBlurView handle(GetOwner());
+  mBlurFinishedSignal.Emit(handle);
 }
 
 void SuperBlurView::ClearBlurResource()
 {
-  if( !mResourcesCleared )
+  if(!mResourcesCleared)
   {
-    DALI_ASSERT_ALWAYS( mGaussianBlurView.size() == mBlurLevels && "must synchronize the GaussianBlurView group if blur levels got changed " );
-    for(unsigned int i=0; i<mBlurLevels;i++)
+    DALI_ASSERT_ALWAYS(mGaussianBlurView.size() == mBlurLevels && "must synchronize the GaussianBlurView group if blur levels got changed ");
+    for(unsigned int i = 0; i < mBlurLevels; i++)
     {
-      Stage::GetCurrent().Remove( mGaussianBlurView[i] );
+      Stage::GetCurrent().Remove(mGaussianBlurView[i]);
       mGaussianBlurView[i].Deactivate();
     }
     mResourcesCleared = true;
   }
 }
-void SuperBlurView::SetShaderEffect( Toolkit::Visual::Base& visual )
-{
-  Property::Map shaderMap;
-  std::stringstream verterShaderString;
-  shaderMap[ "fragmentShader" ] = FRAGMENT_SHADER;
-
-  Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
-  visualImpl.SetCustomShader( shaderMap );
-}
 
-void SuperBlurView::OnSizeSet( const Vector3& targetSize )
+void SuperBlurView::OnSizeSet(const Vector3& targetSize)
 {
-  if( mTargetSize != Vector2(targetSize) )
+  if(mTargetSize != Vector2(targetSize))
   {
     mTargetSize = Vector2(targetSize);
 
     Actor self = Self();
-    for( unsigned int i = 1; i <= mBlurLevels; i++ )
+    for(unsigned int i = 1; i <= mBlurLevels; i++)
     {
       float exponent = static_cast<float>(i);
-      mBlurredImage[i-1] = FrameBufferImage::New( mTargetSize.width/std::pow(2.f,exponent) , mTargetSize.height/std::pow(2.f,exponent),
-                                                GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT );
 
-      mVisuals[i] = Toolkit::VisualFactory::Get().CreateVisual( mBlurredImage[i - 1] );
-      DevelControl::RegisterVisual( *this, i, mVisuals[i] ); // Will clean up existing visual with same index.
-      mVisuals[i].SetDepthIndex( i );
-      SetShaderEffect( mVisuals[i] );
+      unsigned int width  = mTargetSize.width / std::pow(2.f, exponent);
+      unsigned int height = mTargetSize.height / std::pow(2.f, exponent);
+
+      mBlurredImage[i - 1] = FrameBuffer::New(width, height, FrameBuffer::Attachment::NONE);
+      Texture texture      = Texture::New(TextureType::TEXTURE_2D, GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT, unsigned(width), unsigned(height));
+      mBlurredImage[i - 1].AttachColorTexture(texture);
     }
 
-    if( mInputImage )
+    if(mInputTexture)
     {
-      SetImage( mInputImage );
+      SetTexture(mInputTexture);
     }
   }
 
-  Control::OnSizeSet( targetSize );
+  Control::OnSizeSet(targetSize);
 }
 
-void SuperBlurView::OnStageConnection( int depth )
+void SuperBlurView::OnSceneConnection(int depth)
 {
-  if( mTargetSize == Vector2::ZERO )
+  if(mTargetSize == Vector2::ZERO)
   {
     return;
   }
 
-  // Exception to the rule, chaining up first ensures visuals have SetOnStage called to create their renderers
-  Control::OnStageConnection( depth );
+  // Exception to the rule, chaining up first ensures visuals have SetOnScene called to create their renderers
+  Control::OnSceneConnection(depth);
 
   Actor self = Self();
-  for(unsigned int i=0; i<=mBlurLevels;i++)
+
+  for(unsigned int i = 0; i < mBlurLevels + 1; i++)
   {
-    // 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 )
+    mRenderers[i] = CreateRenderer(BASIC_VERTEX_SOURCE, SHADER_SUPER_BLUR_VIEW_FRAG);
+    mRenderers[i].SetProperty(Dali::Renderer::Property::DEPTH_INDEX, (int)i);
+    self.AddRenderer(mRenderers[i]);
+
+    if(i > 0)
     {
-      Property::Index index = renderer.RegisterProperty( ALPHA_UNIFORM_NAME, 0.f );
-      Constraint constraint = Constraint::New<float>( renderer, index, ActorOpacityConstraint(mBlurLevels, depthIndex-1) );
-      constraint.AddSource( Source( self, mBlurStrengthPropertyIndex ) );
+      Renderer        renderer   = mRenderers[i];
+      Property::Index index      = renderer.RegisterUniqueProperty(ALPHA_UNIFORM_NAME, 0.f);
+      Constraint      constraint = Constraint::New<float>(renderer, index, ActorOpacityConstraint(mBlurLevels, i - 1));
+      constraint.AddSource(Source(self, mBlurStrengthPropertyIndex));
       constraint.Apply();
     }
   }
+
+  if(mInputTexture)
+  {
+    SetRendererTexture(mRenderers[0], mInputTexture);
+    unsigned int i = 1;
+    for(; i < mBlurLevels; i++)
+    {
+      SetRendererTexture(mRenderers[i], mBlurredImage[i - 1]);
+    }
+    SetRendererTexture(mRenderers[i], mBlurredImage[i - 1]);
+  }
+}
+
+void SuperBlurView::OnSceneDisconnection()
+{
+  for(unsigned int i = 0; i < mBlurLevels + 1; i++)
+  {
+    Self().RemoveRenderer(mRenderers[i]);
+    mRenderers[i].Reset();
+  }
+
+  Control::OnSceneDisconnection();
 }
 
 Vector3 SuperBlurView::GetNaturalSize()
 {
-  if( mInputImage )
+  if(mInputTexture)
   {
-    return Vector3( mInputImage.GetWidth(), mInputImage.GetHeight(), 0.f );
+    return Vector3(mInputTexture.GetWidth(), mInputTexture.GetHeight(), 0.f);
   }
   return Vector3::ZERO;
 }
 
-void SuperBlurView::SetProperty( BaseObject* object, Property::Index propertyIndex, const Property::Value& value )
+void SuperBlurView::SetProperty(BaseObject* object, Property::Index propertyIndex, const Property::Value& value)
 {
-  Toolkit::SuperBlurView superBlurView = Toolkit::SuperBlurView::DownCast( Dali::BaseHandle( object ) );
+  Toolkit::SuperBlurView superBlurView = Toolkit::SuperBlurView::DownCast(Dali::BaseHandle(object));
 
-  if( superBlurView )
+  if(superBlurView)
   {
-    SuperBlurView& superBlurViewImpl( GetImpl( superBlurView ) );
+    SuperBlurView& superBlurViewImpl(GetImpl(superBlurView));
 
-    if( propertyIndex == Toolkit::SuperBlurView::Property::IMAGE )
+    if(propertyIndex == Toolkit::SuperBlurView::Property::IMAGE_URL)
     {
-      Dali::Image image = Scripting::NewImage( value );
-      if ( image )
+      value.Get(superBlurViewImpl.mUrl);
+
+      PixelData pixels = SyncImageLoader::Load(superBlurViewImpl.mUrl);
+
+      if(pixels)
       {
-        superBlurViewImpl.SetImage( image );
+        Texture texture = Texture::New(TextureType::TEXTURE_2D, pixels.GetPixelFormat(), pixels.GetWidth(), pixels.GetHeight());
+        texture.Upload(pixels, 0, 0, 0, 0, pixels.GetWidth(), pixels.GetHeight());
+
+        superBlurViewImpl.SetTexture(texture);
       }
       else
       {
-        DALI_LOG_ERROR( "Cannot create image from property value\n" );
+        DALI_LOG_ERROR("Cannot create image from property value\n");
       }
     }
   }
 }
 
-Property::Value SuperBlurView::GetProperty( BaseObject* object, Property::Index propertyIndex )
+Property::Value SuperBlurView::GetProperty(BaseObject* object, Property::Index propertyIndex)
 {
   Property::Value value;
 
-  Toolkit::SuperBlurView blurView = Toolkit::SuperBlurView::DownCast( Dali::BaseHandle( object ) );
+  Toolkit::SuperBlurView blurView = Toolkit::SuperBlurView::DownCast(Dali::BaseHandle(object));
 
-  if( blurView )
+  if(blurView)
   {
-    SuperBlurView& superBlurViewImpl( GetImpl( blurView ) );
+    SuperBlurView& superBlurViewImpl(GetImpl(blurView));
 
-    if( propertyIndex == Toolkit::SuperBlurView::Property::IMAGE )
+    if(propertyIndex == Toolkit::SuperBlurView::Property::IMAGE_URL)
     {
-      Property::Map map;
-      Image inputImage = superBlurViewImpl.GetImage();
-      if( inputImage )
-      {
-        Scripting::CreatePropertyMap( inputImage, map );
-      }
-      value = Property::Value( map );
+      value = superBlurViewImpl.mUrl;
     }
   }