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Make some visual use DecoratedVisualRenderer
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
image
/
image-visual.cpp
diff --git
a/dali-toolkit/internal/visuals/image/image-visual.cpp
b/dali-toolkit/internal/visuals/image/image-visual.cpp
index
44c9fac
..
ef71786
100644
(file)
--- a/
dali-toolkit/internal/visuals/image/image-visual.cpp
+++ b/
dali-toolkit/internal/visuals/image/image-visual.cpp
@@
-27,6
+27,7
@@
#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
#include <dali/public-api/actors/layer.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
#include <dali/public-api/actors/layer.h>
+#include <dali/public-api/rendering/decorated-visual-renderer.h>
#include <cstring> // for strlen()
// INTERNAL HEADERS
#include <cstring> // for strlen()
// INTERNAL HEADERS
@@
-51,7
+52,7
@@
namespace Internal
{
namespace
{
{
namespace
{
-const int CUSTOM_PROPERTY_COUNT(
12); // ltr, wrap, pixel area, atlas, pixalign, crop to mask, mask texture ratio + border/corner
+const int CUSTOM_PROPERTY_COUNT(
7); // ltr, wrap, pixel area, atlas, pixalign, crop to mask, mask texture ratio
// fitting modes
DALI_ENUM_TO_STRING_TABLE_BEGIN(FITTING_MODE)
// fitting modes
DALI_ENUM_TO_STRING_TABLE_BEGIN(FITTING_MODE)
@@
-582,7
+583,7
@@
void ImageVisual::OnInitialize()
Shader shader = GenerateShader();
// Create the renderer
Shader shader = GenerateShader();
// Create the renderer
- mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer =
Decorated
VisualRenderer::New(geometry, shader);
mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
//Register transform properties
mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
//Register transform properties
@@
-1057,7
+1058,7
@@
Shader ImageVisual::GenerateShader() const
if(useStandardShader)
{
if(useStandardShader)
{
- bool
requiredAlphaMaskingOnRendering = (mMaskingData && !mMaskingData->mMaskImageLoadingFailed) ? !mMaskingData->mPreappliedMasking : false;
+ bool requiredAlphaMaskingOnRendering = (mMaskingData && !mMaskingData->mMaskImageLoadingFailed) ? !mMaskingData->mPreappliedMasking : false;
// Create and cache the standard shader
shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
// Create and cache the standard shader
shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
@@
-1133,8
+1134,8
@@
void ImageVisual::CheckMaskTexture()
{
if(mMaskingData && !mMaskingData->mPreappliedMasking)
{
{
if(mMaskingData && !mMaskingData->mPreappliedMasking)
{
- bool maskLoadFailed = true;
- TextureSet textures = mImpl->mRenderer.GetTextures();
+ bool
maskLoadFailed = true;
+ TextureSet textures
= mImpl->mRenderer.GetTextures();
if(textures && textures.GetTextureCount() >= TEXTURE_COUNT_FOR_GPU_ALPHA_MASK)
{
if(mMaskingData->mCropToMask)
if(textures && textures.GetTextureCount() >= TEXTURE_COUNT_FOR_GPU_ALPHA_MASK)
{
if(mMaskingData->mCropToMask)