// INTERNAL INCLUDES
-#include <dali-toolkit/internal/visuals/visual-impl.h>
+#include <dali-toolkit/public-api/visuals/primitive-visual-properties.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
namespace Dali
{
{
/**
- * The renderer which renders a simple 3D shape to the control's quad
+ * The visual which renders a simple 3D shape to the control's quad
+ *
+ * Primitives are created with clockwise winding and back-face culling by default.
*
* The following properties are required to create a PrimitiveRender
*
*
* Note: slices and stacks both have an upper limit of 255.
*
- * Finally, the following can be used to affect the renderer's shader
+ * Finally, the following can be used to affect the visual's shader
*
* | %Property Name | Type | Representing |
* |-----------------|-------------|-----------------------------------------|
* | lightPosition | VECTOR3 | The position (on stage) of the light |
*/
-class PrimitiveVisual: public Visual
+class PrimitiveVisual: public Visual::Base
{
public:
public: // from Visual
/**
- * @copydoc Visual::SetSize
+ * @copydoc Visual::Base::SetSize
*/
virtual void SetSize( const Vector2& size );
/**
- * @copydoc Visual::SetClipRect
+ * @copydoc Visual::Base::GetNaturalSize
*/
- virtual void SetClipRect( const Rect<int>& clipRect );
+ virtual void GetNaturalSize( Vector2& naturalSize ) const;
/**
- * @copydoc Visual::SetOffset
+ * @copydoc Visual::Base::CreatePropertyMap
*/
- virtual void SetOffset( const Vector2& offset );
+ virtual void DoCreatePropertyMap( Property::Map& map ) const;
/**
- * @copydoc Visual::CreatePropertyMap
+ * @copydoc Visual::Base::DoSetProperty
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
+ virtual void DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
+
+ /**
+ * @copydoc Visual::Base::DoGetProperty
+ */
+ virtual Dali::Property::Value DoGetProperty( Dali::Property::Index index );
protected:
/**
- * @copydoc Visual::DoInitialize
+ * @copydoc Visual::Base::DoInitialize
*/
virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
/**
- * @copydoc Visual::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnStage
*/
virtual void DoSetOnStage( Actor& actor );
private:
- enum PrimitiveType
- {
- SPHERE,
- CONE,
- CONICAL_FRUSTRUM,
- CYLINDER,
- CUBE,
- OCTAHEDRON,
- BEVELLED_CUBE
- };
-
//Simple struct to store the position and normal of a single vertex.
struct Vertex
{
Shader mShader;
Geometry mGeometry;
- std::string mShape; //Shape to render, as string.
Vector4 mColor; //Color of shape.
Vector3 mObjectDimensions; //Dimensions of shape, scaled to be between 0.0 and 1.0.
int mSlices; ///< Number of slices to use when creating certain objects.
int mStacks; ///< Number of stacks to use when creating certain objects.
- PrimitiveType mPrimitiveType; //Shape to render, as enum.
+ Toolkit::PrimitiveVisual::Shape::Type mPrimitiveType; //Shape to render, as enum.
};
} // namespace Internal