X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbloom-view%2Fbloom-view-impl.cpp;h=ed3526733f2a1bb92125347906f1dceda47ee298;hp=6cd10b0217c9d8c87b342a4d71d63cabaae6503b;hb=f546dd5d83a968e573f8f053a01ce43df32c71a0;hpb=8c98262c52c72d5767c4552bb3c294a1565aefaa;ds=sidebyside diff --git a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp index 6cd10b0..ed35267 100644 --- a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp +++ b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 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. @@ -23,7 +23,7 @@ #include #include #include -#include +#include #include #include #include @@ -35,6 +35,7 @@ #include #include #include +#include namespace Dali { @@ -272,14 +273,19 @@ void BloomView::OnInitialize() // bind properties for / set shader constants to defaults SetupProperties(); + + DevelControl::SetAccessibilityConstructor( Self(), []( Dali::Actor actor ) { + return std::unique_ptr< Dali::Accessibility::Accessible >( + new Control::Impl::AccessibleImpl( actor, Dali::Accessibility::Role::ANIMATION ) ); + } ); } void BloomView::OnSizeSet(const Vector3& targetSize) { mTargetSize = Vector2(targetSize); - mChildrenRoot.SetSize(targetSize); - mCompositeActor.SetSize(targetSize); - mTargetActor.SetSize(targetSize); + mChildrenRoot.SetProperty( Actor::Property::SIZE, targetSize); + mCompositeActor.SetProperty( Actor::Property::SIZE, targetSize); + mTargetActor.SetProperty( Actor::Property::SIZE, targetSize); // Children render camera must move when GaussianBlurView object is // resized. This is since we cannot change render target size - so we need @@ -289,7 +295,7 @@ void BloomView::OnSizeSet(const Vector3& targetSize) // this is the trade off for not being able to modify render target size // Change camera z position based on GaussianBlurView actor height float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f); - mRenderFullSizeCamera.SetZ( mTargetSize.height * cameraPosConstraintScale); + mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale); // if we have already activated the blur, need to update render target sizes now to reflect the new size of this actor if(mActivated) @@ -339,7 +345,7 @@ void BloomView::AllocateResources() mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight); mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor - mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))); + mRenderDownsampledCamera.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, ( ( mDownsampledHeight * 0.5f ) / tanf( ARBITRARY_FIELD_OF_VIEW * 0.5f ) ) ) ); // Create and place a camera for the children render, corresponding to its render target size mRenderFullSizeCamera.SetFieldOfView(ARBITRARY_FIELD_OF_VIEW); @@ -348,11 +354,11 @@ void BloomView::AllocateResources() mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f); - mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale); + mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale ) ); ////////////////////////////////////////////////////// // Pass size change onto GaussianBlurView, so it matches - mGaussianBlurView.SetSize(mTargetSize); + mGaussianBlurView.SetProperty( Actor::Property::SIZE, mTargetSize ); GetImpl(mGaussianBlurView).AllocateResources(); mGaussianBlurView.SetProperty( Actor::Property::VISIBLE, true ); @@ -383,7 +389,7 @@ void BloomView::AllocateResources() Renderer bloomRenderer = CreateRenderer( BASIC_VERTEX_SOURCE, BLOOM_EXTRACT_FRAGMENT_SOURCE ); SetRendererTexture( bloomRenderer, mRenderTargetForRenderingChildren ); mBloomExtractActor.AddRenderer( bloomRenderer ); - mBloomExtractActor.SetSize( mDownsampledWidth, mDownsampledHeight ); // size needs to match render target + mBloomExtractActor.SetProperty( Actor::Property::SIZE, Vector2( mDownsampledWidth, mDownsampledHeight ) ); // size needs to match render target // set GaussianBlurView to blur our extracted bloom mGaussianBlurView.SetUserImageAndOutputRenderTarget( mBloomExtractTarget.GetColorTexture(), blurExtractTarget );