// EXTERNAL INCLUDES
#include <cstring> // for strcmp
#include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
#include <dali/integration-api/debug.h>
+// INTERNAL INCLUDES
+#include <dali-toolkit/internal/controls/renderers/renderer-factory-cache.h>
+
namespace Dali
{
return tile;
}
-
-Geometry CreateQuadGeometry()
-{
- const float halfWidth = 0.5f;
- const float halfHeight = 0.5f;
- struct QuadVertex { Vector2 position;};
- QuadVertex quadVertexData[4] =
- {
- { Vector2(-halfWidth, -halfHeight) },
- { Vector2( halfWidth, -halfHeight) },
- { Vector2(-halfWidth, halfHeight) },
- { Vector2( halfWidth, halfHeight) }
- };
-
- Property::Map quadVertexFormat;
- quadVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
- quadVertices.SetData( quadVertexData, 4 );
-
- // Create the geometry object
- Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( quadVertices );
- geometry.SetGeometryType( Geometry::TRIANGLE_STRIP );
-
- return geometry;
-}
-
}
const Vector4 CubeTransitionEffect::FULL_BRIGHTNESS( 1.0f, 1.0f, 1.0f, 1.0f );
{
Control::OnStageConnection( depth );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = RendererFactoryCache::CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
TextureSet textureSet = TextureSet::New();
- if( mCurrentImage )
+ if( mCurrentTexture )
{
- textureSet.SetImage( 0u, mCurrentImage );
+ textureSet.SetTexture( 0u, mCurrentTexture );
}
mCurrentRenderer = Renderer::New( geometry, shader );
mCurrentRenderer.SetTextures( textureSet );
return mIsAnimating;
}
-void CubeTransitionEffect::SetCurrentImage( Image image )
+void CubeTransitionEffect::SetCurrentTexture( Texture texture )
{
- mCurrentImage = image;
+ mCurrentTexture = texture;
+
if( mCurrentRenderer )
{
TextureSet textureSet = mCurrentRenderer.GetTextures();
- textureSet.SetImage( 0u, mCurrentImage );
+ textureSet.SetTexture( 0u, mCurrentTexture);
}
}
-void CubeTransitionEffect::SetTargetImage( Image image )
+void CubeTransitionEffect::SetTargetTexture( Texture texture )
{
- mTargetImage = image;
+ mTargetTexture = texture;
if( mTargetRenderer )
{
TextureSet textureSet = mTargetRenderer.GetTextures();
- textureSet.SetImage( 0u, mTargetImage );
+ textureSet.SetTexture( 0u, mTargetTexture );
}
}
//create the target renderer
TextureSet textureSet = TextureSet::New();
- if( mTargetImage )
+ if( mTargetTexture )
{
- textureSet.SetImage( 0u, mTargetImage );
+ textureSet.SetTexture( 0u, mTargetTexture );
}
Geometry geometry = mCurrentRenderer.GetGeometry();
Shader shader( mCurrentRenderer.GetShader() );
std::swap( mCurrentTiles, mTargetTiles );
std::swap( mCurrentRenderer, mTargetRenderer );
- std::swap( mCurrentImage, mTargetImage );
+ std::swap( mCurrentTexture, mTargetTexture );
ResetToInitialState();
//Emit signal
Toolkit::CubeTransitionEffect handle( GetOwner() );
- mTransitionCompletedSignal.Emit( handle, mCurrentImage );
+ mTransitionCompletedSignal.Emit( handle, mCurrentTexture );
}
Toolkit::CubeTransitionEffect::TransitionCompletedSignalType& CubeTransitionEffect::TransitionCompletedSignal()