X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Frenderers%2Fvisual-data-impl.cpp;fp=dali-toolkit%2Finternal%2Fcontrols%2Frenderers%2Fcontrol-renderer-data-impl.cpp;h=23f424278726d2282d81f400877595a4b072005b;hp=168f5791e070d229035a574c94f884af01f5b43f;hb=f31a7b83577275e88914a00f37c4ff5224336553;hpb=8a358acc76e2d526e5ce16a048592e7c944d6a7d diff --git a/dali-toolkit/internal/controls/renderers/control-renderer-data-impl.cpp b/dali-toolkit/internal/controls/renderers/visual-data-impl.cpp similarity index 93% rename from dali-toolkit/internal/controls/renderers/control-renderer-data-impl.cpp rename to dali-toolkit/internal/controls/renderers/visual-data-impl.cpp index 168f579..23f4242 100644 --- a/dali-toolkit/internal/controls/renderers/control-renderer-data-impl.cpp +++ b/dali-toolkit/internal/controls/renderers/visual-data-impl.cpp @@ -16,7 +16,7 @@ */ // CLASS HEADER -#include "control-renderer-data-impl.h" +#include "visual-data-impl.h" // EXTERNAL HEADER #include @@ -75,26 +75,26 @@ Shader::ShaderHints HintFromString( std::string hintString ) }// unnamed namespace -Internal::ControlRenderer::Impl::Impl() +Internal::Visual::Impl::Impl() : mCustomShader(NULL), mDepthIndex( 0.0f ), mFlags( 0 ) { } -Internal::ControlRenderer::Impl::~Impl() +Internal::Visual::Impl::~Impl() { delete mCustomShader; } -Internal::ControlRenderer::Impl::CustomShader::CustomShader( const Property::Map& map ) +Internal::Visual::Impl::CustomShader::CustomShader( const Property::Map& map ) : mGridSize( 1, 1 ), mHints( Shader::HINT_NONE ) { SetPropertyMap( map ); } -void Internal::ControlRenderer::Impl::CustomShader::SetPropertyMap( const Property::Map& shaderMap ) +void Internal::Visual::Impl::CustomShader::SetPropertyMap( const Property::Map& shaderMap ) { mVertexShader.clear(); mFragmentShader.clear(); @@ -182,7 +182,7 @@ void Internal::ControlRenderer::Impl::CustomShader::SetPropertyMap( const Proper } } -void Internal::ControlRenderer::Impl::CustomShader::CreatePropertyMap( Property::Map& map ) const +void Internal::Visual::Impl::CustomShader::CreatePropertyMap( Property::Map& map ) const { if( !mVertexShader.empty() || !mFragmentShader.empty() ) {