X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali-toolkit%2Fdali-toolkit-test-utils%2Ftest-actor-utils.cpp;h=2db4dbcd224d6df68f8fc524fd2b657c5b3d9af8;hp=5a8a5d1fb10e4a0f6671de8f03cb26273755e944;hb=893ec494389e7fe476a64e220ae97eedb73e74d7;hpb=54fbf47db890d0479d19d780de5ea5d860924632 diff --git a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp index 5a8a5d1..2db4dbc 100644 --- a/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp +++ b/automated-tests/src/dali-toolkit/dali-toolkit-test-utils/test-actor-utils.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -20,97 +20,75 @@ // EXTERNAL INCLUDES #include -#include -#include // INTERNAL INCLUDES #include "mesh-builder.h" namespace Dali { - namespace { const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - uniform mediump mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n - \n - void main()\n - {\n - mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n - vertexPosition.xyz *= uSize;\n - gl_Position = uMvpMatrix * vertexPosition;\n - }\n -); + attribute mediump vec2 aPosition;\n + uniform mediump mat4 uMvpMatrix;\n + uniform mediump vec3 uSize;\n + \n void main()\n { + \n + mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); + \n + vertexPosition.xyz *= uSize; + \n + gl_Position = uMvpMatrix * vertexPosition; + \n + }\n); const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( uniform lowp vec4 uColor;\n - \n - void main()\n - {\n - gl_FragColor = uColor;\n - }\n -); + \n void main()\n { + \n + gl_FragColor = uColor; + \n + }\n); } // unnamed namespace Actor CreateRenderableActor() { - return CreateRenderableActor( Image(), VERTEX_SHADER, FRAGMENT_SHADER ); + return CreateRenderableActor(Texture(), VERTEX_SHADER, FRAGMENT_SHADER); } -Actor CreateRenderableActor( Image texture ) +Actor CreateRenderableActor(Texture texture) { - return CreateRenderableActor( texture, VERTEX_SHADER, FRAGMENT_SHADER ); + return CreateRenderableActor(texture, VERTEX_SHADER, FRAGMENT_SHADER); } -Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader ) +Actor CreateRenderableActor(Texture texture, const std::string& vertexShader, const std::string& fragmentShader) { // Create the geometry Geometry geometry = CreateQuadGeometry(); // Create Shader - Shader shader = Shader::New( vertexShader, fragmentShader ); + Shader shader = Shader::New(vertexShader, fragmentShader); // Create renderer from geometry and material - Renderer renderer = Renderer::New( geometry, shader ); + Renderer renderer = Renderer::New(geometry, shader); // Create actor and set renderer Actor actor = Actor::New(); - actor.AddRenderer( renderer ); + actor.AddRenderer(renderer); // If we a texture, then create a texture-set and add to renderer - if( texture ) + if(texture) { TextureSet textureSet = TextureSet::New(); - TextureSetImage( textureSet, 0u, texture ); - renderer.SetTextures( textureSet ); + textureSet.SetTexture(0u, texture); + renderer.SetTextures(textureSet); // Set actor to the size of the texture if set - actor.SetSize( texture.GetWidth(), texture.GetHeight() ); + actor.SetProperty(Actor::Property::SIZE, Vector2(texture.GetWidth(), texture.GetHeight())); } return actor; } -Image GetTexture( Actor actor ) -{ - Image image; - if( actor && actor.GetRendererCount() ) - { - Renderer renderer = actor.GetRendererAt( 0u ); - if( renderer ) - { - TextureSet textureSet = renderer.GetTextures(); - if( textureSet && textureSet.GetTextureCount() ) - { - image = TextureGetImage( textureSet, 0u ); - } - } - } - - return image; -} - } // namespace Dali