X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fpage-turn-view%2Fpage-turn-view-impl.cpp;h=ddaf2924955169e8a66270f65ef9f4b2601f5082;hp=01a335ca2011efa419ae1546ad305a530d5dc6fd;hb=11ed6421771d05113ae1a6510167d8c2557ac20e;hpb=debc1fd9a7d6033c14e469d0812b4baccb57c7de diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp index 01a335c..ddaf292 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp @@ -29,9 +29,11 @@ #include // INTERNAL INCLUDES +#include #include #include -#include +#include +#include using namespace Dali; @@ -40,11 +42,6 @@ namespace //Unnamed namespace // broken image is loaded if there is no valid image provided for the page const char * const BROKEN_IMAGE_URL( DALI_IMAGE_DIR "broken.png"); -// names of shader property map -const char * const CUSTOM_SHADER( "shader" ); -const char * const CUSTOM_VERTEX_SHADER( "vertexShader" ); -const char * const CUSTOM_FRAGMENT_SHADER( "fragmentShader" ); - // properties set on shader, these properties have the constant value in regardless of the page status const char * const PROPERTY_SPINE_SHADOW ( "uSpineShadowParameter" ); // uniform for both spine and turn effect @@ -391,7 +388,7 @@ void PageTurnView::OnInitialize() // create the grid geometry for pages uint16_t width = static_cast(mPageSize.width / DEFAULT_GRID_DENSITY + 0.5f); uint16_t height = static_cast(mPageSize.height / DEFAULT_GRID_DENSITY + 0.5f); - mGeometry = RendererFactoryCache::CreateGridGeometry( Uint16Pair( width, height ) ); + mGeometry = VisualFactoryCache::CreateGridGeometry( Uint16Pair( width, height ) ); mPages.reserve( NUMBER_OF_CACHED_PAGES ); for( int i = 0; i < NUMBER_OF_CACHED_PAGES; i++ ) @@ -428,18 +425,18 @@ void PageTurnView::OnInitialize() Shader PageTurnView::CreateShader( const Property::Map& shaderMap ) { Shader shader; - Property::Value* shaderValue = shaderMap.Find( CUSTOM_SHADER ); + Property::Value* shaderValue = shaderMap.Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER ); Property::Map shaderSource; if( shaderValue && shaderValue->Get( shaderSource ) ) { std::string vertexShader; - Property::Value* vertexShaderValue = shaderSource.Find( CUSTOM_VERTEX_SHADER ); + Property::Value* vertexShaderValue = shaderSource.Find( Toolkit::Visual::Shader::Property::VERTEX_SHADER, CUSTOM_VERTEX_SHADER ); if( !vertexShaderValue || !vertexShaderValue->Get( vertexShader ) ) { DALI_LOG_ERROR("PageTurnView::CreateShader failed: vertex shader source is not available.\n"); } std::string fragmentShader; - Property::Value* fragmentShaderValue = shaderSource.Find( CUSTOM_FRAGMENT_SHADER ); + Property::Value* fragmentShaderValue = shaderSource.Find( Toolkit::Visual::Shader::Property::FRAGMENT_SHADER, CUSTOM_FRAGMENT_SHADER ); if( !fragmentShaderValue || !fragmentShaderValue->Get( fragmentShader ) ) { DALI_LOG_ERROR("PageTurnView::CreateShader failed: fragment shader source is not available.\n");