X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fprimitive%2Fprimitive-visual.cpp;h=e949728e0e7dbb8b60abf43f620c49a67932c3af;hp=ebb4480e14b546a2385b73d5271d54b6a52b6c0c;hb=4ed6dc168df9f847235529aa22d90e316f99a71f;hpb=5e04f7584e88f851481db93078a22100bbf88015 diff --git a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp index ebb4480..e949728 100644 --- a/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp +++ b/dali-toolkit/internal/visuals/primitive/primitive-visual.cpp @@ -22,11 +22,12 @@ #include #include #include +#include #include #include // INTERNAL INCLUDES -#include +#include #include #include @@ -177,9 +178,11 @@ const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER( } // unnamed namespace -PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache ) +PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache, const Property::Map& properties ) { - return new PrimitiveVisual( factoryCache ); + PrimitiveVisualPtr primitiveVisualPtr( new PrimitiveVisual( factoryCache ) ); + primitiveVisualPtr->SetProperties( properties ); + return primitiveVisualPtr; } PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache ) @@ -403,7 +406,7 @@ void PrimitiveVisual::DoSetOnStage( Actor& actor ) void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::PRIMITIVE ); + map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::Visual::PRIMITIVE ); map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType ); map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor ); map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices ); @@ -458,7 +461,7 @@ void PrimitiveVisual::UpdateShaderUniforms() mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f ); mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition ); mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix ); - mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor ); + DevelHandle::RegisterProperty( mShader, Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor ); mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions ); }