// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
-#include <dali/devel-api/object/handle-devel.h>
//INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
+#include <dali-toolkit/devel-api/visuals/color-visual-actions-devel.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>
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
varying mediump vec2 vPosition;\n
varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec2 extraSize;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
uniform mediump float cornerRadius;\n
+ uniform mediump float cornerRadiusPolicy;\n
\n
vec4 ComputeVertexPosition()\n
{\n
vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- vRectSize = visualSize / 2.0 - cornerRadius;\n
+ mediump float minSize = min( visualSize.x, visualSize.y );\n
+ vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n
+ vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n
+ vRectSize = visualSize / 2.0 - vCornerRadius;\n
vPosition = aPosition* visualSize;\n
return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n
}\n
const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER(
varying mediump vec2 vPosition;\n
varying mediump vec2 vRectSize;\n
+ varying mediump float vCornerRadius;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform mediump float cornerRadius;\n
\n
void main()\n
{\n
- mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n
+ mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n
gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n
}\n
const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
varying mediump vec2 vPosition;\n
varying mediump vec2 vRectSize;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec2 extraSize;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
}
}
-void ColorVisual::DoSetOnStage( Actor& actor )
+void ColorVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
}
}
+void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes )
+{
+ // Check if action is valid for this visual type and perform action if possible
+ switch( actionId )
+ {
+ case DevelColorVisual::Action::UPDATE_PROPERTY:
+ {
+ Property::Map* map = attributes.GetMap();
+ if( map )
+ {
+ DoSetProperties( *map );
+ }
+ break;
+ }
+ }
+}
+
void ColorVisual::InitializeRenderer()
{
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
// ColorVisual has it's own index key for mix color - use this instead
// of using the new base index to avoid changing existing applications
// String keys will get to this property.
- mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
+ mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) );
mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );