namespace
{
-const char * const BORDER_ONLY( "borderOnly" );
-const char * const BORDER( "border" );
-const char * const AUXILIARY_IMAGE_NAME( "auxiliaryImage" );
-const char * const AUXILIARY_IMAGE_ALPHA_NAME( "auxiliaryImageAlpha" );
-const char * const SYNCHRONOUS_LOADING( "synchronousLoading" );
-
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
varying mediump vec2 vTexCoord;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
+ uniform mediump vec2 extraSize;\n
void main()\n
{\n
mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
\n
mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
+ uniform mediump vec2 extraSize;\n
\n
void main()\n
{\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
\n
mediump vec2 size = visualSize.xy;\n
return nPatchVisual;
}
-NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image )
-{
- NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
- VisualUrl visualUrl( image.GetUrl() );
- nPatchVisual->mImageUrl = visualUrl;
- return nPatchVisual;
-}
-
void NPatchVisual::LoadImages()
{
TextureManager& textureManager = mFactoryCache.GetTextureManager();
void NPatchVisual::SetResource()
{
const NPatchLoader::Data* data;
- if( mLoader.GetNPatchData( mId, data ) )
+ if( mImpl->mRenderer && mLoader.GetNPatchData( mId, data ) )
{
Geometry geometry = CreateGeometry();
Shader shader = CreateShader();