*/
void GenerateMeshData( uint32_t imageId,
const Vector2& position,
- MeshData& meshData );
+ Toolkit::AtlasManager::Mesh2D& mesh );
/**
* @copydoc Toolkit::AtlasGlyphManager::StitchMesh
*/
- void StitchMesh( MeshData& first,
- const MeshData& second );
+ void StitchMesh( Toolkit::AtlasManager::Mesh2D& first,
+ const Toolkit::AtlasManager::Mesh2D& second );
/**
* @copydoc Toolkit::AtlasGlyphManager::Cached
/**
* @copydoc Toolkit::AtlasGlyphManager::SetNewAtlasSize
*/
- void SetNewAtlasSize( const Vector2& size,
- const Vector2& blockSize );
+ void SetNewAtlasSize( uint32_t width, uint32_t height, uint32_t blockWidth, uint32_t blockHeight );
/**
* @copydoc Toolkit::AtlasGlyphManager::Remove
void Remove( uint32_t imageId );
/**
- * @copydoc toolkit::AtlasGlyphManager::GetPixelFormat
+ * @copydoc Toolkit::AtlasGlyphManager::GetPixelFormat
*/
Pixel::Format GetPixelFormat( uint32_t atlasId );
/**
- * @copydoc toolkit::AtlasGlyphManager::GetMetrics
+ * @copydoc Toolkit::AtlasGlyphManager::GetMaterial
+ */
+ Material GetMaterial( uint32_t atlasId ) const;
+
+ /**
+ * @copydoc Toolkit::AtlasGlyphManager::GetMaterial
+ */
+ Sampler GetSampler( uint32_t atlasId ) const;
+
+ /**
+ * @copydoc Toolkit::AtlasGlyphManager::GetMetrics
*/
const Toolkit::AtlasGlyphManager::Metrics& GetMetrics();
+ /**
+ * @copydoc Toolkit::AtlasGlyphManager::GetEffectBufferShader
+ */
+ Shader GetEffectBufferShader() const
+ {
+ return mEffectBufferShader;
+ }
+
+ /**
+ * @copydoc Toolkit::AtlasGlyphManager::GetGlyphShadowShader
+ */
+ Shader GetGlyphShadowShader() const
+ {
+ return mShadowShader;
+ }
+
private:
- Dali::Toolkit::AtlasManager mAtlasManager;
- Vector< GlyphRecord > mGlyphRecords;
- uint32_t mCount;
- Toolkit::AtlasGlyphManager::Metrics mMetrics;
+ Dali::Toolkit::AtlasManager mAtlasManager; ///> Atlas Manager created by GlyphManager
+ Vector< GlyphRecord > mGlyphRecords; ///> Cached glyph information
+ Toolkit::AtlasGlyphManager::Metrics mMetrics; ///> Metrics to pass back on GlyphManager status
+ Shader mEffectBufferShader; ///> Shader used to render drop shadow buffer textures
+ Shader mShadowShader; ///> Shader used to render drop shadow into buffer
};
} // namespace Internal