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Remove Geometry::QUAD() usage in Toolkit
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
transition-effects
/
cube-transition-effect-impl.cpp
diff --git
a/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp
b/dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp
index
6d904b5
..
ed71b14
100644
(file)
--- a/
dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp
+++ b/
dali-toolkit/internal/transition-effects/cube-transition-effect-impl.cpp
@@
-25,6
+25,9
@@
#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
#include <dali/integration-api/debug.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
{
namespace Dali
{
@@
-245,14
+248,14
@@
void CubeTransitionEffect::OnStageConnection( int depth )
{
Control::OnStageConnection( depth );
{
Control::OnStageConnection( depth );
- Geometry geometry =
Geometry::QUAD
();
+ Geometry geometry =
RendererFactoryCache::CreateQuadGeometry
();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
TextureSet textureSet = TextureSet::New();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
TextureSet textureSet = TextureSet::New();
- if( mCurrent
Imag
e )
+ if( mCurrent
Textur
e )
{
{
- textureSet.Set
Image( 0u, mCurrentImag
e );
+ textureSet.Set
Texture( 0u, mCurrentTextur
e );
}
mCurrentRenderer = Renderer::New( geometry, shader );
mCurrentRenderer.SetTextures( textureSet );
}
mCurrentRenderer = Renderer::New( geometry, shader );
mCurrentRenderer.SetTextures( textureSet );
@@
-311,24
+314,25
@@
bool CubeTransitionEffect::IsTransitioning()
return mIsAnimating;
}
return mIsAnimating;
}
-void CubeTransitionEffect::SetCurrent
Image( Image imag
e )
+void CubeTransitionEffect::SetCurrent
Texture( Texture textur
e )
{
{
- mCurrentImage = image;
+ mCurrentTexture = texture;
+
if( mCurrentRenderer )
{
TextureSet textureSet = mCurrentRenderer.GetTextures();
if( mCurrentRenderer )
{
TextureSet textureSet = mCurrentRenderer.GetTextures();
- textureSet.Set
Image( 0u, mCurrentImage
);
+ textureSet.Set
Texture( 0u, mCurrentTexture
);
}
}
}
}
-void CubeTransitionEffect::SetTarget
Image( Image imag
e )
+void CubeTransitionEffect::SetTarget
Texture( Texture textur
e )
{
{
- mTarget
Image = imag
e;
+ mTarget
Texture = textur
e;
if( mTargetRenderer )
{
TextureSet textureSet = mTargetRenderer.GetTextures();
if( mTargetRenderer )
{
TextureSet textureSet = mTargetRenderer.GetTextures();
- textureSet.Set
Image( 0u, mTargetImag
e );
+ textureSet.Set
Texture( 0u, mTargetTextur
e );
}
}
}
}
@@
-355,9
+359,9
@@
void CubeTransitionEffect::StartTransition( Vector2 panPosition, Vector2 panDisp
//create the target renderer
TextureSet textureSet = TextureSet::New();
//create the target renderer
TextureSet textureSet = TextureSet::New();
- if( mTarget
Imag
e )
+ if( mTarget
Textur
e )
{
{
- textureSet.Set
Image( 0u, mTargetImag
e );
+ textureSet.Set
Texture( 0u, mTargetTextur
e );
}
Geometry geometry = mCurrentRenderer.GetGeometry();
Shader shader( mCurrentRenderer.GetShader() );
}
Geometry geometry = mCurrentRenderer.GetGeometry();
Shader shader( mCurrentRenderer.GetShader() );
@@
-467,13
+471,13
@@
void CubeTransitionEffect::OnTransitionFinished(Animation& source)
std::swap( mCurrentTiles, mTargetTiles );
std::swap( mCurrentRenderer, mTargetRenderer );
std::swap( mCurrentTiles, mTargetTiles );
std::swap( mCurrentRenderer, mTargetRenderer );
- std::swap( mCurrent
Image, mTargetImag
e );
+ std::swap( mCurrent
Texture, mTargetTextur
e );
ResetToInitialState();
//Emit signal
Toolkit::CubeTransitionEffect handle( GetOwner() );
ResetToInitialState();
//Emit signal
Toolkit::CubeTransitionEffect handle( GetOwner() );
- mTransitionCompletedSignal.Emit( handle, mCurrent
Imag
e );
+ mTransitionCompletedSignal.Emit( handle, mCurrent
Textur
e );
}
Toolkit::CubeTransitionEffect::TransitionCompletedSignalType& CubeTransitionEffect::TransitionCompletedSignal()
}
Toolkit::CubeTransitionEffect::TransitionCompletedSignalType& CubeTransitionEffect::TransitionCompletedSignal()