#include <actors/actor-wrapper.h>
#include <image/image-wrapper.h>
#include <animation/animation-wrapper.h>
-#include <shader-effects/shader-effect-wrapper.h>
#include <rendering/shader-wrapper.h>
v8::Local<v8::Object> image = ImageWrapper::WrapImage(isolate, Image::DownCast(handle) );
args.GetReturnValue().Set( image );
}
- if( typeName == "ShaderEffect")
- {
- v8::Local<v8::Object> shaderEffect = ShaderEffectWrapper::WrapShaderEffect(isolate, ShaderEffect::DownCast( handle ));
- args.GetReturnValue().Set( shaderEffect );
- }
if( typeName == "Shader")
{
v8::Local<v8::Object> shader = ShaderWrapper::WrapShader(isolate, Shader::DownCast( handle ));
}
}
-void BuilderApi::GetShaderEffect( const v8::FunctionCallbackInfo< v8::Value >& args )
-{
- v8::Isolate* isolate = args.GetIsolate();
- v8::HandleScope handleScope( isolate );
- Dali::Toolkit::Builder builder = GetBuilder( isolate, args );
-
- bool found(false);
- std::string str = V8Utils::GetStringParameter( 0, found, isolate, args );
- if( found )
- {
- ShaderEffect handle = builder.GetShaderEffect( str );
- v8::Local<v8::Object> shader = ShaderEffectWrapper::WrapShaderEffect(isolate, handle);
- args.GetReturnValue().Set( shader );
- }
- else
- {
- DALI_SCRIPT_EXCEPTION( isolate, "missing shader name");
- }
-}
-
void BuilderApi::GetFrameBufferImage( const v8::FunctionCallbackInfo< v8::Value >& args )
{
v8::Isolate* isolate = args.GetIsolate();