X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fcolor%2Fcolor-visual.cpp;h=63d02ece969fcbedb89fb027258fc77b679fa730;hp=804b61211297df0180b2c2e80d286cca866e403c;hb=54342c70a267a34b3345b24c404f1064fed99338;hpb=df5ffd24e0610a77e53c5e6206ca5c9a761b8f65 diff --git a/dali-toolkit/internal/visuals/color/color-visual.cpp b/dali-toolkit/internal/visuals/color/color-visual.cpp index 804b612..63d02ec 100644 --- a/dali-toolkit/internal/visuals/color/color-visual.cpp +++ b/dali-toolkit/internal/visuals/color/color-visual.cpp @@ -20,12 +20,12 @@ // EXTERNAL INCLUDES #include -#include //INTERNAL INCLUDES #include #include #include +#include #include #include #include @@ -46,19 +46,20 @@ namespace const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp vec3 uSize;\n \n //Visual size and offset uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n + uniform highp vec2 size;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n + uniform mediump vec2 extraSize;\n vec4 ComputeVertexPosition()\n {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n return vec4( (aPosition + anchorPoint)*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n }\n @@ -82,23 +83,29 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp vec3 uSize;\n varying mediump vec2 vPosition;\n varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n \n //Visual size and offset uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n + uniform highp vec2 size;\n + uniform mediump vec2 extraSize;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n uniform mediump float cornerRadius;\n + uniform mediump float cornerRadiusPolicy;\n \n vec4 ComputeVertexPosition()\n {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n - vRectSize = visualSize / 2.0 - cornerRadius;\n + mediump float minSize = min( visualSize.x, visualSize.y );\n + vCornerRadius = mix( cornerRadius * minSize, cornerRadius, cornerRadiusPolicy);\n + vCornerRadius = min( vCornerRadius, minSize * 0.5 );\n + vRectSize = visualSize / 2.0 - vCornerRadius;\n vPosition = aPosition* visualSize;\n return vec4( vPosition + anchorPoint*visualSize + (visualOffset + origin)*uSize.xy, 0.0, 1.0 );\n }\n @@ -113,13 +120,13 @@ const char* VERTEX_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( varying mediump vec2 vPosition;\n varying mediump vec2 vRectSize;\n + varying mediump float vCornerRadius;\n uniform lowp vec4 uColor;\n uniform lowp vec3 mixColor;\n - uniform mediump float cornerRadius;\n \n void main()\n {\n - mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - cornerRadius;\n + mediump float dist = length( max( abs( vPosition ), vRectSize ) - vRectSize ) - vCornerRadius;\n gl_FragColor = uColor * vec4( mixColor, 1.0 );\n gl_FragColor.a *= 1.0 - smoothstep( -1.0, 1.0, dist );\n }\n @@ -128,13 +135,14 @@ const char* FRAGMENT_SHADER_ROUNDED_CORNER = DALI_COMPOSE_SHADER( const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n uniform highp mat4 uMvpMatrix;\n - uniform mediump vec3 uSize;\n + uniform highp vec3 uSize;\n varying mediump vec2 vPosition;\n varying mediump vec2 vRectSize;\n \n //Visual size and offset uniform mediump vec2 offset;\n - uniform mediump vec2 size;\n + uniform highp vec2 size;\n + uniform mediump vec2 extraSize;\n uniform mediump vec4 offsetSizeMode;\n uniform mediump vec2 origin;\n uniform mediump vec2 anchorPoint;\n @@ -142,7 +150,7 @@ const char* VERTEX_SHADER_BLUR_EDGE = DALI_COMPOSE_SHADER( \n vec4 ComputeVertexPosition()\n {\n - vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + blurRadius * 2.0;\n + vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize + blurRadius * 2.0;\n vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n vRectSize = visualSize / 2.0;\n vPosition = aPosition* visualSize;\n @@ -180,7 +188,7 @@ ColorVisualPtr ColorVisual::New( VisualFactoryCache& factoryCache, const Propert } ColorVisual::ColorVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache, Visual::FittingMode::FILL ), +: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::COLOR ), mBlurRadius( 0.0f ), mRenderIfTransparent( false ) { @@ -236,7 +244,7 @@ void ColorVisual::DoSetProperties( const Property::Map& propertyMap ) } } -void ColorVisual::DoSetOnStage( Actor& actor ) +void ColorVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer(); @@ -274,6 +282,23 @@ void ColorVisual::OnSetTransform() } } +void ColorVisual::OnDoAction( const Property::Index actionId, const Property::Value& attributes ) +{ + // Check if action is valid for this visual type and perform action if possible + switch( actionId ) + { + case DevelColorVisual::Action::UPDATE_PROPERTY: + { + Property::Map* map = attributes.GetMap(); + if( map ) + { + DoSetProperties( *map ); + } + break; + } + } +} + void ColorVisual::InitializeRenderer() { Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); @@ -312,7 +337,7 @@ void ColorVisual::InitializeRenderer() // ColorVisual has it's own index key for mix color - use this instead // of using the new base index to avoid changing existing applications // String keys will get to this property. - mImpl->mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); + mImpl->mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, MIX_COLOR, Vector3(mImpl->mMixColor) ); mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );