// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/border-visual-properties.h>
+#include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
uniform mediump vec3 uSize;\n
uniform mediump float borderSize;\n
\n
+
+ //Visual size and offset
+ uniform mediump vec2 offset;\n
+ uniform mediump vec2 size;\n
+ uniform mediump vec4 offsetSizeMode;\n
+ uniform mediump vec2 origin;\n
+ uniform mediump vec2 anchorPoint;\n
+
+ vec2 ComputeVertexPosition()\n
+ {\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
+ return (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy;\n
+ }\n
+
void main()\n
{\n
- vec2 position = aPosition*uSize.xy + aDrift*borderSize;\n
+ vec2 position = ComputeVertexPosition() + aDrift*borderSize;\n
gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);\n
}\n
);
void BorderVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::BORDER );
+ map.Insert( VisualProperty::TYPE, Toolkit::Visual::BORDER );
map.Insert( Toolkit::BorderVisual::Property::COLOR, mBorderColor );
map.Insert( Toolkit::BorderVisual::Property::SIZE, mBorderSize );
map.Insert( Toolkit::BorderVisual::Property::ANTI_ALIASING, mAntiAliasing );
}
-void BorderVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
-{
- // TODO
-}
-
-Dali::Property::Value BorderVisual::DoGetProperty( Dali::Property::Index index )
+void BorderVisual::OnSetTransform()
{
- // TODO
- return Dali::Property::Value();
+ if( mImpl->mRenderer )
+ {
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ }
}
void BorderVisual::InitializeRenderer()
Shader shader = GetBorderShader();
mImpl->mRenderer = Renderer::New( geometry, shader );
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+
}
void BorderVisual::SetBorderColor(const Vector4& color)