const std::string pathName( pathNamePtr );
free( pathNamePtr );
+ const PointSize26Dot6 pointSize01 = static_cast<PointSize26Dot6>( 21.f * 64.f );
+ const PointSize26Dot6 pointSize02 = static_cast<PointSize26Dot6>( 35.f * 64.f );
+
// Load some fonts.
fontClient.GetFontId( pathName + DEFAULT_FONT_DIR + "/tizen/TizenSansArabicRegular.ttf" );
fontClient.GetFontId( pathName + DEFAULT_FONT_DIR + "/tizen/TizenSansHebrewRegular.ttf" );
fontClient.GetFontId( pathName + DEFAULT_FONT_DIR + "/tizen/TizenColorEmoji.ttf", EMOJI_FONT_SIZE );
+ fontClient.GetFontId( pathName + DEFAULT_FONT_DIR + "/tizen/TizenSansRegular.ttf", pointSize01 );
+ fontClient.GetFontId( pathName + DEFAULT_FONT_DIR + "/tizen/TizenSansRegular.ttf", pointSize02 );
+ fontClient.GetFontId( pathName + DEFAULT_FONT_DIR + "/tizen/TizenSansHebrewRegular.ttf", pointSize01 );
+ fontClient.GetFontId( pathName + DEFAULT_FONT_DIR + "/tizen/TizenSansHebrewRegular.ttf", pointSize02 );
// Font id 1 --> TizenSansArabicRegular.ttf
// Font id 2 --> TizenSansHebrewRegular.ttf
// Font id 3 --> TizenColorEmoji.ttf
- // Font id 4 --> (default)
+ // Font id 4 --> TizenSansRegular.ttf, size 8
+ // Font id 5 --> TizenSansRegular.ttf, size 16
+ // Font id 6 --> TizenSansHebrewRegular.ttf, size 8
+ // Font id 7 --> TizenSansHebrewRegular.ttf, size 16
+ // Font id 8 --> (default)
Vector<FontRun> fontRuns01;
Vector<FontDescriptionRun> fontDescriptions01;
0u,
11u
},
- 4u
+ 8u
};
Vector<FontRun> fontRuns02;
fontRuns02.PushBack( fontRun0201 );
0u,
12u
},
- 4u
+ 8u
};
FontRun fontRun0302 =
{
12u,
12u
},
- 4u
+ 8u
};
FontRun fontRun0303 =
{
24u,
4u
},
- 4u
+ 8u
};
Vector<FontRun> fontRuns03;
fontRuns03.PushBack( fontRun0301 );
4u,
1u
},
- 4u
+ 8u
};
FontRun fontRun0703 =
{
};
fontDescriptions09.PushBack( fontDescription0901 );
+ FontRun fontRun1001 =
+ {
+ {
+ 0u,
+ 13u
+ },
+ 4u
+ };
+ FontRun fontRun1002 =
+ {
+ {
+ 13u,
+ 9u
+ },
+ 6u
+ };
+ FontRun fontRun1003 =
+ {
+ {
+ 22u,
+ 15u
+ },
+ 5u
+ };
+ FontRun fontRun1004 =
+ {
+ {
+ 37u,
+ 9u
+ },
+ 7u
+ };
+ Vector<FontRun> fontRuns10;
+ fontRuns10.PushBack( fontRun1001 );
+ fontRuns10.PushBack( fontRun1002 );
+ fontRuns10.PushBack( fontRun1003 );
+ fontRuns10.PushBack( fontRun1004 );
+
+ FontDescriptionRun fontDescription1001 =
+ {
+ {
+ 0u,
+ 13u
+ },
+ const_cast<char*>( "TizenSans" ),
+ 9u,
+ TextAbstraction::FontWeight::NORMAL,
+ TextAbstraction::FontWidth::NORMAL,
+ TextAbstraction::FontSlant::NORMAL,
+ pointSize01,
+ true,
+ false,
+ false,
+ false,
+ true
+ };
+ FontDescriptionRun fontDescription1002 =
+ {
+ {
+ 13u,
+ 9u
+ },
+ const_cast<char*>( "TizenSansHebrew" ),
+ 15u,
+ TextAbstraction::FontWeight::NORMAL,
+ TextAbstraction::FontWidth::NORMAL,
+ TextAbstraction::FontSlant::NORMAL,
+ pointSize01,
+ true,
+ false,
+ false,
+ false,
+ true
+ };
+ FontDescriptionRun fontDescription1003 =
+ {
+ {
+ 22u,
+ 15u
+ },
+ const_cast<char*>( "TizenSans" ),
+ 9u,
+ TextAbstraction::FontWeight::NORMAL,
+ TextAbstraction::FontWidth::NORMAL,
+ TextAbstraction::FontSlant::NORMAL,
+ pointSize02,
+ true,
+ false,
+ false,
+ false,
+ true
+ };
+ FontDescriptionRun fontDescription1004 =
+ {
+ {
+ 37u,
+ 9u
+ },
+ const_cast<char*>( "TizenSansHebrew" ),
+ 15u,
+ TextAbstraction::FontWeight::NORMAL,
+ TextAbstraction::FontWidth::NORMAL,
+ TextAbstraction::FontSlant::NORMAL,
+ pointSize02,
+ true,
+ false,
+ false,
+ false,
+ true
+ };
+ Vector<FontDescriptionRun> fontDescriptions10;
+ fontDescriptions10.PushBack( fontDescription1001 );
+ fontDescriptions10.PushBack( fontDescription1002 );
+ fontDescriptions10.PushBack( fontDescription1003 );
+ fontDescriptions10.PushBack( fontDescription1004 );
+
const ValidateFontsData data[] =
{
{
fontDescriptions09,
fontRuns09
},
+ {
+ "Mix text. Default font: latin. Different font sizes",
+ "Hello world, שלום עולם, hello world, שלום עולם",
+ "/tizen/TizenSansRegular.ttf",
+ TextAbstraction::FontClient::DEFAULT_POINT_SIZE,
+ 0u,
+ 46u,
+ fontDescriptions10,
+ fontRuns10
+ },
};
- const unsigned int numberOfTests = 9u;
+ const unsigned int numberOfTests = 10u;
for( unsigned int index = 0u; index < numberOfTests; ++index )
{
DALI_TEST_EQUALS( control.GetBackgroundColor(), Color::TRANSPARENT, TEST_LOCATION );
DALI_TEST_CHECK( control.GetProperty( Control::Property::BACKGROUND ).Get< Property::Map >().Empty() );
- Property::Map colorMap;
- colorMap["color"] = Color::RED;
- control.SetProperty( Control::Property::BACKGROUND, colorMap );
- Property::Value propValue = control.GetProperty( Control::Property::BACKGROUND );
- Property::Map* resultMap = propValue.GetMap();
- DALI_TEST_CHECK( resultMap->Find( "rendererType" ) );
- DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "color" );
- DALI_TEST_CHECK( resultMap->Find( "blendColor" ) );
- DALI_TEST_CHECK( resultMap->Find( "blendColor" )->Get<Vector4>() == Color::RED );
-
Property::Map imageMap;
- imageMap[ "filename" ] = "TestImage";
+ imageMap[ "rendererType" ] = "image";
+ imageMap[ "imageUrl" ] = "TestImage";
control.SetProperty( Control::Property::BACKGROUND, imageMap );
- propValue = control.GetProperty( Control::Property::BACKGROUND );
- resultMap = propValue.GetMap();
+ Property::Value propValue = control.GetProperty( Control::Property::BACKGROUND );
+ Property::Map* resultMap = propValue.GetMap();
DALI_TEST_CHECK( resultMap->Find( "rendererType" ) );
DALI_TEST_CHECK( resultMap->Find( "rendererType" )->Get<std::string>() == "image" );
DALI_TEST_CHECK( resultMap->Find( "imageUrl" ) );
DALI_TEST_CHECK( control.GetProperty( Control::Property::BACKGROUND_COLOR ).Get< Vector4 >() == Color::YELLOW );
DALI_TEST_CHECK( control.GetProperty( Control::Property::BACKGROUND_COLOR ).Get< Vector4 >() == control.GetBackgroundColor() );
control.ClearBackground();
- control.SetProperty( Control::Property::BACKGROUND_IMAGE, imageMap );
+
+ Property::Map deprecatedImageMap;
+ deprecatedImageMap[ "filename" ] = "TestImage";
+ control.SetProperty( Control::Property::BACKGROUND_IMAGE, deprecatedImageMap );
propValue = control.GetProperty( Control::Property::BACKGROUND_IMAGE );
resultMap = propValue.GetMap();
DALI_TEST_CHECK( resultMap->Find( "imageUrl" )->Get< std::string >() == "TestImage" );
propertyMap.Insert("rendererType", "gradient");
Vector2 start(-1.f, -1.f);
Vector2 end(1.f, 1.f);
- propertyMap.Insert("gradientStartPosition", start);
- propertyMap.Insert("gradientEndPosition", end);
- propertyMap.Insert("gradientStopOffset", Vector2(0.f, 1.f));
+ propertyMap.Insert("startPosition", start);
+ propertyMap.Insert("endPosition", end);
+ propertyMap.Insert("stopOffset", Vector2(0.f, 1.f));
Property::Array stopColors;
stopColors.PushBack( Color::RED );
stopColors.PushBack( Color::GREEN );
- propertyMap.Insert("gradientStopColor", stopColors);
+ propertyMap.Insert("stopColor", stopColors);
ControlRenderer gradientRenderer = factory.GetControlRenderer(propertyMap);
gradientRenderer.SetSize( rendererSize );
DALI_TEST_EQUALS( gradientRenderer.GetSize(), rendererSize, TEST_LOCATION );
Vector2 start(-1.f, -1.f);
Vector2 end(1.f, 1.f);
- propertyMap.Insert("gradientStartPosition", start);
- propertyMap.Insert("gradientEndPosition", end);
- propertyMap.Insert("gradientSpreadMethod", "repeat");
+ propertyMap.Insert("startPosition", start);
+ propertyMap.Insert("endPosition", end);
+ propertyMap.Insert("spreadMethod", "repeat");
- propertyMap.Insert("gradientStopOffset", Vector2(0.2f, 0.8f));
+ propertyMap.Insert("stopOffset", Vector2(0.2f, 0.8f));
Property::Array stopColors;
stopColors.PushBack( Color::RED );
stopColors.PushBack( Color::GREEN );
- propertyMap.Insert("gradientStopColor", stopColors);
+ propertyMap.Insert("stopColor", stopColors);
ControlRenderer gradientRenderer = factory.GetControlRenderer(propertyMap);
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<std::string>() == "gradient" );
- value = resultMap.Find( "gradientUnits", Property::STRING );
+ value = resultMap.Find( "units", Property::STRING );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<std::string>() == "objectBoundingBox" );
- value = resultMap.Find( "gradientSpreadMethod", Property::STRING );
+ value = resultMap.Find( "spreadMethod", Property::STRING );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<std::string>() == "repeat" );
- value = resultMap.Find( "gradientStartPosition", Property::VECTOR2 );
+ value = resultMap.Find( "startPosition", Property::VECTOR2 );
DALI_TEST_CHECK( value );
DALI_TEST_EQUALS( value->Get<Vector2>(), start , Math::MACHINE_EPSILON_100, TEST_LOCATION );
- value = resultMap.Find( "gradientEndPosition", Property::VECTOR2 );
+ value = resultMap.Find( "endPosition", Property::VECTOR2 );
DALI_TEST_CHECK( value );
DALI_TEST_EQUALS( value->Get<Vector2>(), end , Math::MACHINE_EPSILON_100, TEST_LOCATION );
- value = resultMap.Find( "gradientStopOffset", Property::ARRAY );
+ value = resultMap.Find( "stopOffset", Property::ARRAY );
DALI_TEST_CHECK( value );
Property::Array* offsetArray = value->GetArray();
DALI_TEST_CHECK( offsetArray->Count() == 2 );
DALI_TEST_EQUALS( offsetArray->GetElementAt(0).Get<float>(), 0.2f , Math::MACHINE_EPSILON_100, TEST_LOCATION );
DALI_TEST_EQUALS( offsetArray->GetElementAt(1).Get<float>(), 0.8f , Math::MACHINE_EPSILON_100, TEST_LOCATION );
- value = resultMap.Find( "gradientStopColor", Property::ARRAY );
+ value = resultMap.Find( "stopColor", Property::ARRAY );
DALI_TEST_CHECK( value );
Property::Array* colorArray = value->GetArray();
DALI_TEST_CHECK( colorArray->Count() == 2 );
Vector2 center(100.f, 100.f);
float radius = 100.f;
- propertyMap.Insert("gradientUnits", "userSpace");
- propertyMap.Insert("gradientCenter", center);
- propertyMap.Insert("gradientRadius", radius);
- propertyMap.Insert("gradientStopOffset", Vector3(0.1f, 0.3f, 1.1f));
+ propertyMap.Insert("units", "userSpace");
+ propertyMap.Insert("center", center);
+ propertyMap.Insert("radius", radius);
+ propertyMap.Insert("stopOffset", Vector3(0.1f, 0.3f, 1.1f));
Property::Array stopColors;
stopColors.PushBack( Color::RED );
stopColors.PushBack( Color::BLACK );
stopColors.PushBack( Color::GREEN );
- propertyMap.Insert("gradientStopColor", stopColors);
+ propertyMap.Insert("stopColor", stopColors);
ControlRenderer gradientRenderer = factory.GetControlRenderer(propertyMap);
DALI_TEST_CHECK( gradientRenderer );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<std::string>() == "gradient" );
- value = resultMap.Find( "gradientUnits", Property::STRING );
+ value = resultMap.Find( "units", Property::STRING );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<std::string>() == "userSpace" );
- value = resultMap.Find( "gradientSpreadMethod", Property::STRING );
+ value = resultMap.Find( "spreadMethod", Property::STRING );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<std::string>() == "pad" );
- value = resultMap.Find( "gradientCenter", Property::VECTOR2 );
+ value = resultMap.Find( "center", Property::VECTOR2 );
DALI_TEST_CHECK( value );
DALI_TEST_EQUALS( value->Get<Vector2>(), center , Math::MACHINE_EPSILON_100, TEST_LOCATION );
- value = resultMap.Find( "gradientRadius", Property::FLOAT );
+ value = resultMap.Find( "radius", Property::FLOAT );
DALI_TEST_CHECK( value );
DALI_TEST_EQUALS( value->Get<float>(), radius , Math::MACHINE_EPSILON_100, TEST_LOCATION );
- value = resultMap.Find( "gradientStopOffset", Property::ARRAY );
+ value = resultMap.Find( "stopOffset", Property::ARRAY );
DALI_TEST_CHECK( value );
Property::Array* offsetArray = value->GetArray();
DALI_TEST_CHECK( offsetArray->Count() == 3 );
// any stop value will be clamped to [0.0, 1.0];
DALI_TEST_EQUALS( offsetArray->GetElementAt(2).Get<float>(), 1.0f , Math::MACHINE_EPSILON_100, TEST_LOCATION );
- value = resultMap.Find( "gradientStopColor", Property::ARRAY );
+ value = resultMap.Find( "stopColor", Property::ARRAY );
DALI_TEST_CHECK( value );
Property::Array* colorArray = value->GetArray();
DALI_TEST_CHECK( colorArray->Count() == 3 );
Vector2 start(-1.f, -1.f);
Vector2 end(1.f, 1.f);
- propertyMap.Insert("gradientStartPosition", start);
- propertyMap.Insert("gradientEndPosition", end);
- propertyMap.Insert("gradientSpreadMethod", "repeat");
+ propertyMap.Insert("startPosition", start);
+ propertyMap.Insert("endPosition", end);
+ propertyMap.Insert("spreadMethod", "repeat");
Property::Array stopOffsets;
stopOffsets.PushBack( 0.2f );
stopOffsets.PushBack( 0.8f );
- propertyMap.Insert("gradientStopOffset", stopOffsets);
+ propertyMap.Insert("stopOffset", stopOffsets);
Property::Array stopColors;
stopColors.PushBack( Color::RED );
stopColors.PushBack( Color::GREEN );
- propertyMap.Insert("gradientStopColor", stopColors);
+ propertyMap.Insert("stopColor", stopColors);
ControlRenderer controlRenderer = factory.GetControlRenderer(propertyMap);
DALI_TEST_CHECK( controlRenderer );
Vector2 center(100.f, 100.f);
float radius = 100.f;
- propertyMap.Insert("gradientUnits", "userSpace");
- propertyMap.Insert("gradientCenter", center);
- propertyMap.Insert("gradientRadius", radius);
+ propertyMap.Insert("units", "userSpace");
+ propertyMap.Insert("center", center);
+ propertyMap.Insert("radius", radius);
Property::Array stopOffsets;
stopOffsets.PushBack( 0.0f );
stopOffsets.PushBack( 1.f );
- propertyMap.Insert("gradientStopOffset", stopOffsets);
+ propertyMap.Insert("stopOffset", stopOffsets);
Property::Array stopColors;
stopColors.PushBack( Color::RED );
stopColors.PushBack( Color::GREEN );
- propertyMap.Insert("gradientStopColor", stopColors);
+ propertyMap.Insert("stopColor", stopColors);
ControlRenderer controlRenderer = factory.GetControlRenderer(propertyMap);
DALI_TEST_CHECK( controlRenderer );
END_TEST;
}
+int UtcDaliRendererFactoryDefaultOffsetsGradientRenderer(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline("UtcDaliRendererFactoryGetRadialGradientRenderer");
+
+ RendererFactory factory = RendererFactory::Get();
+ DALI_TEST_CHECK( factory );
+
+ Property::Map propertyMap;
+ propertyMap.Insert("rendererType", "gradient");
+
+ Vector2 start(-1.f, -1.f);
+ Vector2 end(1.f, 1.f);
+ propertyMap.Insert("startPosition", start);
+ propertyMap.Insert("endPosition", end);
+ propertyMap.Insert("spreadMethod", "repeat");
+
+ Property::Array stopColors;
+ stopColors.PushBack( Color::RED );
+ stopColors.PushBack( Color::GREEN );
+ propertyMap.Insert("stopColor", stopColors);
+
+ ControlRenderer controlRenderer = factory.GetControlRenderer(propertyMap);
+ DALI_TEST_CHECK( controlRenderer );
+
+ // A lookup texture is generated and pass to shader as sampler
+ Actor actor = Actor::New();
+ TestControlRendererRender( application, actor, controlRenderer, 1u );
+
+ controlRenderer.SetOffStage( actor );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+
+ END_TEST;
+}
+
int UtcDaliRendererFactoryGetImageRenderer1(void)
{
ToolkitTestApplication application;
const int width=512;
const int height=513;
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
Integration::Bitmap* bitmap = Integration::Bitmap::New( Integration::Bitmap::BITMAP_2D_PACKED_PIXELS, ResourcePolicy::OWNED_DISCARD );
bitmap->GetPackedPixelsProfile()->ReserveBuffer( Pixel::RGBA8888, width, height,width, height );
ImageDimensions(width, height),
Integration::ResourcePointer( bitmap ) );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
controlRenderer.SetOffStage( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
Integration::Bitmap* bitmap = Integration::Bitmap::New( Integration::Bitmap::BITMAP_2D_PACKED_PIXELS, ResourcePolicy::OWNED_DISCARD );
bitmap->GetPackedPixelsProfile()->ReserveBuffer( Pixel::RGBA8888, width, height,width, height );
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
TestControlRendererRender( application, actor, controlRenderer, 1u,
ImageDimensions(width, height),
Integration::ResourcePointer(bitmap) );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
END_TEST;
}
DALI_TEST_CHECK( controlRenderer );
Actor actor = Actor::New();
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
TestControlRendererRender( application, actor, controlRenderer, 1u,
ImageDimensions(ninePatchImageWidth, ninePatchImageHeight),
ninePatchResource );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
}
propertyMap.Insert( "borderOnly", true );
DALI_TEST_CHECK( controlRenderer );
Actor actor = Actor::New();
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
TestControlRendererRender( application, actor, controlRenderer, 1u,
ImageDimensions(ninePatchImageWidth, ninePatchImageHeight),
ninePatchResource );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
}
END_TEST;
DALI_TEST_CHECK( controlRenderer );
Actor actor = Actor::New();
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
TestControlRendererRender( application, actor, controlRenderer, 1u,
ImageDimensions(ninePatchImageWidth, ninePatchImageHeight),
ninePatchResource );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
controlRenderer.SetOffStage( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
ControlRenderer controlRenderer = factory.GetControlRenderer( propertyMap );
DALI_TEST_CHECK( controlRenderer );
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
Actor actor = Actor::New();
TestControlRendererRender( application, actor, controlRenderer, 1u,
ImageDimensions(ninePatchImageWidth, ninePatchImageHeight),
ninePatchResource );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
controlRenderer.SetOffStage( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
DALI_TEST_CHECK( controlRenderer );
Actor actor = Actor::New();
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
TestControlRendererRender( application, actor, controlRenderer, 1u,
ImageDimensions(ninePatchImageWidth, ninePatchImageHeight),
ninePatchResource );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
END_TEST;
}
DALI_TEST_CHECK( controlRenderer );
Actor actor = Actor::New();
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
TestControlRendererRender( application, actor, controlRenderer, 1u,
ImageDimensions(ninePatchImageWidth, ninePatchImageHeight),
ninePatchResource );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
END_TEST;
}
//The testkit still has to load a bitmap for the broken renderer image
Integration::Bitmap* bitmap = Integration::Bitmap::New(Integration::Bitmap::BITMAP_2D_PACKED_PIXELS, ResourcePolicy::OWNED_DISCARD);
bitmap->GetPackedPixelsProfile()->ReserveBuffer( Pixel::RGBA8888, 100, 100, 100, 100 );
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
TestControlRendererRender( application, actor, controlRenderer, 1u,
ImageDimensions(),
Integration::ResourcePointer(bitmap) );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
END_TEST;
}
//The testkit still has to load a bitmap for the broken renderer image
Integration::Bitmap* bitmap = Integration::Bitmap::New(Integration::Bitmap::BITMAP_2D_PACKED_PIXELS, ResourcePolicy::OWNED_DISCARD);
bitmap->GetPackedPixelsProfile()->ReserveBuffer( Pixel::RGBA8888, 100, 100, 100, 100 );
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
TestControlRendererRender( application, actor, controlRenderer, 1u,
ImageDimensions(),
Integration::ResourcePointer(bitmap) );
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
END_TEST;
}
ControlRenderer controlRenderer = factory.GetControlRenderer( TEST_SVG_FILE_NAME );
DALI_TEST_CHECK( controlRenderer );
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
Actor actor = Actor::New();
actor.SetSize( 200.f, 200.f );
Stage::GetCurrent().Add( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
DALI_TEST_CHECK( actor.GetRendererAt(0u).GetMaterial().GetNumberOfTextures() == 1 );
+
// waiting for the resource uploading
application.SendNotification();
application.Render();
- TestGlAbstraction& gl = application.GetGlAbstraction();
- int textureUnit = -1;
- DALI_TEST_CHECK( gl.GetUniformValue< int >( "sTexture", textureUnit ) );
- DALI_TEST_EQUALS( textureUnit, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
END_TEST;
}
scrollView.ScrollUpdatedSignal().Connect( &OnScrollUpdate );
scrollView.ScrollCompletedSignal().Connect( &OnScrollComplete );
- ImageActor image = CreateSolidColorActor( Color::RED );
+ Actor image = Actor::New();
image.SetSize(stageSize);
image.SetParentOrigin(ParentOrigin::TOP_LEFT);
image.SetAnchorPoint(AnchorPoint::TOP_LEFT);
DALI_TEST_EQUALS( offscreenRoot.GetChildCount(), 1u, TEST_LOCATION ); // The camera actor.
Actor offscreenImage = editor.GetChildAt( 2u );
- ImageActor imageActor = ImageActor::DownCast( offscreenImage );
- DALI_TEST_CHECK( imageActor );
+ DALI_TEST_CHECK( offscreenImage );
// Create a tap event to touch the text editor.
application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 150.0f, 25.0f ) ) );
DALI_TEST_EQUALS( offscreenRoot.GetChildCount(), 1u, TEST_LOCATION ); // The camera actor.
Actor offscreenImage = field.GetChildAt( 2u );
- ImageActor imageActor = ImageActor::DownCast( offscreenImage );
- DALI_TEST_CHECK( imageActor );
+ DALI_TEST_CHECK( offscreenImage );
// Create a tap event to touch the text field.
application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 150.0f, 25.0f ) ) );
#include <dali-toolkit/dali-toolkit.h>
#include <dali/integration-api/events/touch-event-integ.h>
#include <dali-toolkit/devel-api/controls/tool-bar/tool-bar.h>
+#include <dali-toolkit/devel-api/controls/renderer-factory/renderer-factory.h>
using namespace Dali;
using namespace Toolkit;
{
gObjectCreatedCallBackCalled = true;
}
+
+Actor CreateColorActor( const Vector4& color )
+{
+ Actor solidColorActor = Actor::New();
+
+ RendererFactory factory = RendererFactory::Get();
+ ControlRenderer colorRenderer = factory.GetControlRenderer( color );
+ colorRenderer.SetOnStage( solidColorActor );
+
+ return solidColorActor;
+}
+
} // namespace
void dali_toolbar_startup(void)
try
{
- ImageActor control1 = CreateSolidColorActor( Color::RED );
+ Actor control1 = CreateColorActor( Color::RED );
control1.SetSize( Vector2( 100.f, 100.f ) );
- ImageActor control2 = CreateSolidColorActor( Color::RED );
+ Actor control2 = CreateColorActor( Color::RED );
control2.SetSize( Vector2( 100.f, 100.f ) );
- ImageActor control3 = CreateSolidColorActor( Color::RED );
+ Actor control3 = CreateColorActor( Color::RED );
control3.SetSize( Vector2( 100.f, 100.f ) );
- ImageActor control4 = CreateSolidColorActor( Color::RED );
+ Actor control4 = CreateColorActor( Color::RED );
control4.SetSize( Vector2( 100.f, 100.f ) );
- ImageActor control5 = CreateSolidColorActor( Color::RED );
+ Actor control5 = CreateColorActor( Color::RED );
control5.SetSize( Vector2( 100.f, 100.f ) );
ToolBar toolbar = ToolBar::New();
toolbar.AddControl( control4, 0.1f, Alignment::HorizontalCenter, Alignment::Padding( 1.f, 1.f, 1.f, 1.f ) );
toolbar.AddControl( control5, 0.1f, Alignment::HorizontalRight, Alignment::Padding( 1.f, 1.f, 1.f, 1.f ) );
- ImageActor control6 = CreateSolidColorActor( Color::RED );
+ Actor control6 = CreateColorActor( Color::RED );
control6.SetSize( Vector2( 100.f, 100.f ) );
- ImageActor control7 = CreateSolidColorActor( Color::RED );
+ Actor control7 = CreateColorActor( Color::RED );
control7.SetSize( Vector2( 100.f, 100.f ) );
- ImageActor control8 = CreateSolidColorActor( Color::RED );
+ Actor control8 = CreateColorActor( Color::RED );
control8.SetSize( Vector2( 100.f, 100.f ) );
application.Render();
try
{
- ImageActor control = CreateSolidColorActor( Color::RED );
+ Actor control = CreateColorActor( Color::RED );
ToolBar toolbar = ToolBar::New();
try
{
- ImageActor control = CreateSolidColorActor( Color::RED );
+ Actor control = CreateColorActor( Color::RED );
ToolBar toolbar = ToolBar::New();
toolbar.AddControl( control, 0.1f, Alignment::HorizontalLeft );
try
{
- ImageActor control01 = CreateSolidColorActor( Color::RED );
- ImageActor control02 = CreateSolidColorActor( Color::RED );
+ Actor control01 = CreateColorActor( Color::RED );
+ Actor control02 = CreateColorActor( Color::RED );
ToolBar toolbar01 = ToolBar::New();
ToolBar toolbar02 = ToolBar::New();
try
{
- ImageActor control = CreateSolidColorActor( Color::RED );
+ Actor control = CreateColorActor( Color::RED );
ToolBar toolbar = ToolBar::New();
toolbar.AddControl( control, 0.1f, Alignment::HorizontalLeft );
// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/popup/confirmation-popup-impl.h>
-#include <dali/public-api/actors/image-actor.h>
using namespace Dali;
*
*/
-// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
-
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control.h>
*/
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/shader-effects/shader-effect.h>
namespace Dali
*/
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/shader-effects/shader-effect.h>
namespace Dali
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
+#include <dali-toolkit/public-api/controls/image-view/image-view.h>
namespace Dali
{
const char* const ACTOR_FOCUSABLE("focusable");
const char* const IS_FOCUS_GROUP("isFocusGroup");
-const char* FOCUS_BORDER_IMAGE_PATH = DALI_IMAGE_DIR "B16-8_TTS_focus.png";
-const Vector4 FOCUS_BORDER_IMAGE_BORDER = Vector4(7.0f, 7.0f, 7.0f, 7.0f);
+const char* FOCUS_BORDER_IMAGE_PATH = DALI_IMAGE_DIR "B16-8_TTS_focus.9.png";
const char* FOCUS_SOUND_FILE = DALI_SOUND_DIR "Focus.ogg";
const char* FOCUS_CHAIN_END_SOUND_FILE = DALI_SOUND_DIR "End_of_List.ogg";
void AccessibilityManager::CreateDefaultFocusIndicatorActor()
{
// Create a focus indicator actor shared by all the focusable actors
- Image borderImage = ResourceImage::New(FOCUS_BORDER_IMAGE_PATH);
-
- ImageActor focusIndicator = ImageActor::New(borderImage);
+ Toolkit::ImageView focusIndicator = Toolkit::ImageView::New(FOCUS_BORDER_IMAGE_PATH);
focusIndicator.SetParentOrigin( ParentOrigin::CENTER );
- focusIndicator.SetStyle( ImageActor::STYLE_NINE_PATCH );
- focusIndicator.SetNinePatchBorder(FOCUS_BORDER_IMAGE_BORDER);
focusIndicator.SetPosition(Vector3(0.0f, 0.0f, 1.0f));
// Apply size constraint to the focus indicator
#include <sstream>
#include <cmath>
#include <dali/public-api/actors/camera-actor.h>
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/render-tasks/render-task.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/bubble-effect/bubble-actor.h>
#include <dali-toolkit/internal/controls/bubble-effect/color-adjuster.h>
#include <dali-toolkit/internal/controls/bubble-effect/bubble-effect.h>
+#include <dali-toolkit/public-api/controls/image-view/image-view.h>
+
namespace
{
mBackgroundImage = bgImage;
mHSVDelta = hsvDelta;
- ImageActor sourceActor = ImageActor::New( bgImage );
+ Toolkit::ImageView sourceActor = Toolkit::ImageView::New( bgImage );
sourceActor.SetSize( mMovementArea );
sourceActor.SetParentOrigin(ParentOrigin::CENTER);
- Stage::GetCurrent().Add( sourceActor );
- ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ );
- sourceActor.SetShaderEffect( colorAdjuster );
+ Property::Map colorAdjuster = CreateColorAdjuster();
+ sourceActor.SetProperty( Toolkit::ImageView::Property::IMAGE, colorAdjuster);
+ SetColorAdjusterProperties( sourceActor, hsvDelta, true /*ignore alpha to make bubble color always*/ );
+
+ Stage::GetCurrent().Add( sourceActor );
RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
RenderTask task = taskList.CreateTask();
{
mRenderTaskRunning = false;
Actor sourceActor = source.GetSourceActor();
- if( sourceActor )
- {
- ImageActor renderable = ImageActor::DownCast( sourceActor );
- if( renderable )
- {
- renderable.RemoveShaderEffect();
- }
- }
-
Stage stage = Stage::GetCurrent();
stage.Remove(sourceActor);
stage.GetRenderTaskList().RemoveTask(source);
// EXTERNAL INCLUDES
#include <dali/public-api/actors/camera-actor.h>
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/images/frame-buffer-image.h>
#include <dali/public-api/render-tasks/render-task.h>
*
*/
#include <dali/public-api/math/vector3.h>
-#include <dali/public-api/shader-effects/shader-effect.h>
+#include <dali/public-api/object/property-map.h>
+
+#define DALI_COMPOSE_SHADER(STR) #STR
namespace Dali
{
namespace Internal
{
+inline void SetColorAdjusterProperties( Actor& actor, const Vector3& hsvDelta, bool ignoreAlpha = false )
+{
+ actor.RegisterProperty( "uHSVDelta", hsvDelta );
+ actor.RegisterProperty( "uIgnoreAlpha", ignoreAlpha ? 1.f : 0.f );
+}
+
/**
* Creates a new ColorAdjuster effect.
* ColorAdjuster is a custom shader effect to adjust the image color in HSV space.
* @param[in] ignoreAlpha If true, the result color will be opaque even though source has alpha value
* @return A handle to a newly allocated Dali resource.
*/
-inline ShaderEffect CreateColorAdjuster( const Vector3& hsvDelta, bool ignoreAlpha = false )
+inline Property::Map CreateColorAdjuster()
{
std::string fragmentShader = DALI_COMPOSE_SHADER(
precision highp float;\n
uniform vec3 uHSVDelta;\n
uniform float uIgnoreAlpha;\n
+ varying mediump vec2 vTexCoord;\n
+ uniform sampler2D sTexture;\n
float rand(vec2 co) \n
{\n
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); \n}
}\n
);
- ShaderEffect shaderEffect = ShaderEffect::New("", fragmentShader);
- shaderEffect.SetUniform( "uHSVDelta", hsvDelta );
- shaderEffect.SetUniform( "uIgnoreAlpha", ignoreAlpha?1.0f:0.0f );
+ Property::Map customShader;
+ customShader[ "fragmentShader" ] = fragmentShader;
+
+ Property::Map map;
+ map[ "shader" ] = customShader;
- return shaderEffect;
+ return map;
}
} // namespace Internal
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/devel-api/object/type-registry-helper.h>
-#include <dali/public-api/actors/image-actor.h>
#include <dali/devel-api/scripting/scripting.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
#include <dali-toolkit/public-api/controls/text-controls/text-label.h>
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
else
{
// If there is no existing content, create a new actor to use for flat color.
- SetupContent( mUnselectedContent, CreateSolidColorActor( mUnselectedColor ) );
+ Toolkit::Control unselectedContentActor = Toolkit::Control::New();
+ unselectedContentActor.SetBackgroundColor( mUnselectedColor );
+ SetupContent( mUnselectedContent, unselectedContentActor );
mUnselectedContent.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
}
}
else
{
// If there is no existing content, create a new actor to use for flat color.
- SetupContent( mSelectedContent, CreateSolidColorActor( mSelectedColor ) );
+ Toolkit::Control selectedContentActor = Toolkit::Control::New();
+ selectedContentActor.SetBackgroundColor( mSelectedColor );
+ SetupContent( mSelectedContent, selectedContentActor );
mSelectedContent.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
}
}
#include "push-button-impl.h"
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/devel-api/object/type-registry-helper.h>
#include <dali/public-api/images/resource-image.h>
*/
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/common/dali-vector.h>
// INTERNAL INCLUDES
#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/actors/layer.h>
#include <dali/public-api/render-tasks/render-task.h>
-#include <dali/public-api/actors/image-actor.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
uniform mediump mat3 uNormalMatrix;
uniform mediump mat4 uObjectMatrix;\n
uniform mediump vec3 uLightPosition;\n
- \n
+
void main()\n
{\n
vec4 vertexPosition = vec4(aPosition*min(uSize.x, uSize.y), 1.0);\n
vertexPosition = uObjectMatrix * vertexPosition;\n
vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
+
//Illumination in Model-View space - Transform attributes and uniforms\n
- vec4 vertPos4 = uModelView * vec4(aPosition.xyz, 1.0);\n
- vec3 vertPos = vec3(vertPos4) / vertPos4.w;\n
- \n
- vec3 normalInterp = uNormalMatrix * aNormal;\n
- \n
- vec4 lightPos4 = uModelView * vec4(uLightPosition, 1.0);\n
- vec3 lightPos = vec3(lightPos4) / lightPos4.w;\n
- \n
+ vec4 vertPos = uModelView * vec4(aPosition.xyz, 1.0);\n
+ vec3 normal = uNormalMatrix * aNormal;\n
+ vec4 lightPos = uModelView * vec4(uLightPosition, 1.0);\n
vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n
- \n
- float lightDiffuse = dot( vecToLight, normalInterp );\n
- lightDiffuse = max(0.0,lightDiffuse);\n
+
+ float lightDiffuse = max( dot( vecToLight, normal ), 0.0 );\n
vIllumination = vec3(lightDiffuse * 0.5 + 0.5);\n
- \n
+
gl_Position = vertexPosition;\n
}\n
);
precision mediump float;\n
varying mediump vec3 vIllumination;\n
uniform lowp vec4 uColor;\n
- \n
+
void main()\n
{\n
- gl_FragColor.rgb = vIllumination.rgb * uColor.rgb;\n
- gl_FragColor.a = uColor.a;\n
+ gl_FragColor = vec4( vIllumination.rgb * uColor.rgb, uColor.a);\n
}\n
);
uniform mediump mat3 uNormalMatrix;
uniform mediump mat4 uObjectMatrix;\n
uniform mediump vec3 uLightPosition;\n
- \n
+
void main()
{\n
vec4 vertexPosition = vec4(aPosition*min(uSize.x, uSize.y), 1.0);\n
vertexPosition = uObjectMatrix * vertexPosition;\n
vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
+
//Illumination in Model-View space - Transform attributes and uniforms\n
- vec4 vertPos4 = uModelView * vec4(aPosition.xyz, 1.0);\n
- vec3 vertPos = vec3(vertPos4) / vertPos4.w;\n
- \n
- vec4 lightPos4 = uModelView * vec4(uLightPosition, 1.0);\n
- vec3 lightPos = vec3(lightPos4) / lightPos4.w;\n
- \n
- vec3 normalInterp = normalize(uNormalMatrix * aNormal);\n
- \n
+ vec4 vertPos = uModelView * vec4(aPosition.xyz, 1.0);\n
+ vec4 lightPos = uModelView * vec4(uLightPosition, 1.0);\n
+ vec3 normal = normalize(uNormalMatrix * aNormal);\n
+
vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n
- vec3 viewDir = normalize(-vertPos);
- \n
+ vec3 viewDir = normalize(-vertPos.xyz);
+
vec3 halfVector = normalize(viewDir + vecToLight);
- \n
- float lightDiffuse = dot( vecToLight, normalInterp );\n
+
+ float lightDiffuse = dot( vecToLight, normal );\n
lightDiffuse = max(0.0,lightDiffuse);\n
vIllumination = vec3(lightDiffuse * 0.5 + 0.5);\n
- \n
- // this is blinn phong
- //float specAngle = max(dot(halfVector, normalInterp), 0.0);\n
- //vSpecular = pow(specAngle, 16.0);\n
- \n
- // this is phong (for comparison)
- vec3 reflectDir = reflect(-vecToLight, normalInterp);
- float specAngle = max(dot(reflectDir, viewDir), 0.0);
- // note that the exponent is different here
- vSpecular = pow(specAngle, 16.0/4.0);
- \n
+
+ vec3 reflectDir = reflect(-vecToLight, normal);
+ vSpecular = pow( max(dot(reflectDir, viewDir), 0.0), 4.0 );
+
vTexCoord = aTexCoord;\n
gl_Position = vertexPosition;\n
}\n
varying mediump float vSpecular;\n
uniform sampler2D sDiffuse;\n
uniform lowp vec4 uColor;\n
- \n
+
void main()\n
{\n
vec4 texture = texture2D( sDiffuse, vTexCoord );\n
- gl_FragColor.rgb = vIllumination.rgb * texture.rgb * uColor.rgb + vSpecular * 0.3;\n
- gl_FragColor.a = texture.a * uColor.a;\n
+ gl_FragColor = vec4( vIllumination.rgb * texture.rgb * uColor.rgb + vSpecular * 0.3, texture.a * uColor.a);\n
}\n
);
uniform mediump mat3 uNormalMatrix;
uniform mediump mat4 uObjectMatrix;\n
uniform mediump vec3 uLightPosition;\n
- \n
+
void main()
{\n
vec4 vertexPosition = vec4(aPosition*min(uSize.x, uSize.y), 1.0);\n
vertexPosition = uObjectMatrix * vertexPosition;\n
vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = aTexCoord;\n
- \n
- vec3 vNormal = normalize(uNormalMatrix * aNormal);\n
- vec3 vTangent = normalize(uNormalMatrix * aTangent);\n
- vec3 vBiNormal = normalize(uNormalMatrix * aBiNormal);\n
- \n
- vec4 vertPos4 = uModelView * vec4(aPosition.xyz, 1.0);\n
- vec3 vertPos = vec3(vertPos4) / vertPos4.w;\n
- \n
- vec4 lightPos4 = uModelView * vec4(uLightPosition, 1.0);\n
- vec3 lightPos = vec3(lightPos4) / lightPos4.w;\n
- \n
- vec3 vecToLight = lightPos - vertPos;
- vLightDirection.x = dot(vecToLight, vTangent);
- vLightDirection.y = dot(vecToLight, vBiNormal);
- vLightDirection.z = dot(vecToLight, vNormal);
- vLightDirection = normalize(vLightDirection);
- \n
- vec3 viewDir = normalize(vertPos);
- \n
+
+ vec4 vertPos = uModelView * vec4(aPosition.xyz, 1.0);\n
+ vec4 lightPos = uModelView * vec4(uLightPosition, 1.0);\n
+
+ vec3 tangent = normalize(uNormalMatrix * aTangent);
+ vec3 binormal = normalize(uNormalMatrix * aBiNormal);
+ vec3 normal = normalize(uNormalMatrix * aNormal);
+
+ vec3 vecToLight = normalize( lightPos.xyz - vertPos.xyz );\n
+ vLightDirection.x = dot(vecToLight, tangent);
+ vLightDirection.y = dot(vecToLight, binormal);
+ vLightDirection.z = dot(vecToLight, normal);
+
+ vec3 viewDir = normalize(-vertPos.xyz);
vec3 halfVector = normalize(viewDir + vecToLight);
- vHalfVector.x = dot (halfVector, vTangent);
- vHalfVector.y = dot (halfVector, vBiNormal);
- vHalfVector.z = dot (halfVector, vNormal);
- \n
- gl_Position = vertexPosition;\n
+ vHalfVector.x = dot(halfVector, tangent);
+ vHalfVector.y = dot(halfVector, binormal);
+ vHalfVector.z = dot(halfVector, normal);
- //vHalfVector = aTangent;
+ vTexCoord = aTexCoord;\n
+ gl_Position = vertexPosition;\n
}\n
);
uniform sampler2D sNormal;\n
uniform sampler2D sGloss;\n
uniform lowp vec4 uColor;\n
- \n
+
void main()\n
{\n
vec4 texture = texture2D( sDiffuse, vTexCoord );\n
- vec4 nrmMap = texture2D( sNormal, vTexCoord ) * 2.0 - 1.0;\n
+ vec3 normal = normalize( texture2D( sNormal, vTexCoord ).xyz * 2.0 - 1.0 );\n
vec4 glossMap = texture2D( sGloss, vTexCoord );\n
- \n
- vec3 normalizedLightDirection = normalize(vLightDirection);\n
- float lightDiffuse = max( 0.0, dot( nrmMap.xyz, normalizedLightDirection ) );\n
+
+ float lightDiffuse = max( 0.0, dot( normal, normalize(vLightDirection) ) );\n
lightDiffuse = lightDiffuse * 0.5 + 0.5;\n
- \n
- float shininess = pow (max (dot (vHalfVector, nrmMap.xyz), 0.0), 16.0) ;
- \n
- gl_FragColor.rgb = texture.rgb * uColor.rgb * lightDiffuse + shininess * glossMap.rgb;\n
- gl_FragColor.a = texture.a * uColor.a;\n
- //gl_FragColor.rgb = vHalfVector.rgb;
+ float shininess = pow (max (dot (normalize( vHalfVector ), normal), 0.0), 16.0) ;
+
+ gl_FragColor = vec4( texture.rgb * uColor.rgb * lightDiffuse + shininess * glossMap.rgb, texture.a * uColor.a);\n
}\n
);
#include <dali/devel-api/common/map-wrapper.h>
#include <dali/public-api/actors/layer.h>
#include <dali/public-api/actors/camera-actor.h>
+#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/images/frame-buffer-image.h>
#include <dali/public-api/render-tasks/render-task.h>
#include "confirmation-popup-impl.h"
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/devel-api/object/type-registry-helper.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/focus-manager/keyboard-focus-manager-impl.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
-#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
#include <dali-toolkit/public-api/accessibility-manager/accessibility-manager.h>
#include <dali-toolkit/internal/focus-manager/keyboard-focus-manager-impl.h>
*/
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/actors/layer.h>
#include <dali/public-api/adaptor-framework/timer.h>
#include <dali/public-api/animation/animation.h>
const char * const RENDERER_TYPE_VALUE("gradient");
// properties: linear gradient
-const char * const GRADIENT_START_POSITION_NAME("gradientStartPosition"); // Property::VECTOR2
-const char * const GRADIENT_END_POSITION_NAME("gradientEndPosition"); // Property::VECTOR2
+const char * const START_POSITION_NAME("startPosition"); // Property::VECTOR2
+const char * const END_POSITION_NAME("endPosition"); // Property::VECTOR2
// properties: radial gradient
-const char * const GRADIENT_CENTER_NAME("gradientCenter"); // Property::VECTOR2
-const char * const GRADIENT_RADIUS_NAME("gradientRadius"); // Property::FLOAT
+const char * const CENTER_NAME("center"); // Property::VECTOR2
+const char * const RADIUS_NAME("radius"); // Property::FLOAT
// properties: linear&radial gradient
-const char * const GRADIENT_STOP_OFFSET_NAME("gradientStopOffset"); // Property::Array FLOAT
-const char * const GRADIENT_STOP_COLOR_NAME("gradientStopColor"); // Property::Array VECTOR4
-const char * const GRADIENT_UNITS_NAME("gradientUnits"); // Property::String "userSpaceOnUse | objectBoundingBox"
-const char * const GRADIENT_SPREAD_METHOD_NAME("gradientSpreadMethod"); // Property::String "pad | reflect | repeat"
+const char * const STOP_OFFSET_NAME("stopOffset"); // Property::Array FLOAT
+const char * const STOP_COLOR_NAME("stopColor"); // Property::Array VECTOR4
+const char * const UNITS_NAME("units"); // Property::String "userSpaceOnUse | objectBoundingBox"
+const char * const SPREAD_METHOD_NAME("spreadMethod"); // Property::String "pad | reflect | repeat"
// string values
const char * const UNIT_USER_SPACE("userSpace");
const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
const char * const UNIFORM_TEXTULRE_NAME("sTexture");
+// default offset value
+const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f;
+const unsigned int DEFAULT_OFFSET_MAXIMUM = 1.0f;
+
RendererFactoryCache::ShaderType GetShaderType( GradientRenderer::Type type, Gradient::GradientUnits units)
{
if( type==GradientRenderer::LINEAR )
void GradientRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
{
Gradient::GradientUnits gradientUnits = Gradient::OBJECT_BOUNDING_BOX;
- Property::Value* unitsValue = propertyMap.Find( GRADIENT_UNITS_NAME );
+ Property::Value* unitsValue = propertyMap.Find( UNITS_NAME );
std::string units;
// The default unit is OBJECT_BOUNDING_BOX.
// Only need to set new units if 'user-space'
}
mGradientType = LINEAR;
- if( propertyMap.Find( GRADIENT_RADIUS_NAME ))
+ if( propertyMap.Find( RADIUS_NAME ))
{
mGradientType = RADIAL;
}
Gradient::GradientUnits units = mGradient->GetGradientUnits();
if( units == Gradient::USER_SPACE_ON_USE )
{
- map.Insert( GRADIENT_UNITS_NAME, UNIT_USER_SPACE );
+ map.Insert( UNITS_NAME, UNIT_USER_SPACE );
}
else // if( units == Gradient::OBJECT_BOUNDING_BOX )
{
- map.Insert( GRADIENT_UNITS_NAME, UNIT_BOUNDING_BOX );
+ map.Insert( UNITS_NAME, UNIT_BOUNDING_BOX );
}
Gradient::SpreadMethod spread = mGradient->GetSpreadMethod();
if( spread == Gradient::PAD )
{
- map.Insert( GRADIENT_SPREAD_METHOD_NAME, SPREAD_PAD );
+ map.Insert( SPREAD_METHOD_NAME, SPREAD_PAD );
}
else if( spread == Gradient::REFLECT )
{
- map.Insert( GRADIENT_SPREAD_METHOD_NAME, SPREAD_REFLECT );
+ map.Insert( SPREAD_METHOD_NAME, SPREAD_REFLECT );
}
else // if( units == Gradient::REPEAT )
{
- map.Insert( GRADIENT_SPREAD_METHOD_NAME, SPREAD_REPEAT );
+ map.Insert( SPREAD_METHOD_NAME, SPREAD_REPEAT );
}
const Vector<Gradient::GradientStop>& stops( mGradient->GetStops() );
colors.PushBack( stops[i].mStopColor );
}
- map.Insert( GRADIENT_STOP_OFFSET_NAME, offsets );
- map.Insert( GRADIENT_STOP_COLOR_NAME, colors );
+ map.Insert( STOP_OFFSET_NAME, offsets );
+ map.Insert( STOP_COLOR_NAME, colors );
if( &typeid( *mGradient ) == &typeid(LinearGradient) )
{
LinearGradient* gradient = static_cast<LinearGradient*>( mGradient.Get() );
- map.Insert( GRADIENT_START_POSITION_NAME, gradient->GetStartPosition() );
- map.Insert( GRADIENT_END_POSITION_NAME, gradient->GetEndPosition() );
+ map.Insert( START_POSITION_NAME, gradient->GetStartPosition() );
+ map.Insert( END_POSITION_NAME, gradient->GetEndPosition() );
}
else // if( &typeid( *mGradient ) == &typeid(RadialGradient) )
{
RadialGradient* gradient = static_cast<RadialGradient*>( mGradient.Get() );
- map.Insert( GRADIENT_CENTER_NAME, gradient->GetCenter() );
- map.Insert( GRADIENT_RADIUS_NAME, gradient->GetRadius() );
+ map.Insert( CENTER_NAME, gradient->GetCenter() );
+ map.Insert( RADIUS_NAME, gradient->GetRadius() );
}
}
{
if( gradientType==LINEAR )
{
- Property::Value* startPositionValue = propertyMap.Find( GRADIENT_START_POSITION_NAME );
- Property::Value* endPositionValue = propertyMap.Find( GRADIENT_END_POSITION_NAME );
+ Property::Value* startPositionValue = propertyMap.Find( START_POSITION_NAME );
+ Property::Value* endPositionValue = propertyMap.Find( END_POSITION_NAME );
Vector2 startPosition;
Vector2 endPosition;
}
else // type==RADIAL
{
- Property::Value* centerValue = propertyMap.Find( GRADIENT_CENTER_NAME );
- Property::Value* radiusValue = propertyMap.Find( GRADIENT_RADIUS_NAME );
+ Property::Value* centerValue = propertyMap.Find( CENTER_NAME );
+ Property::Value* radiusValue = propertyMap.Find( RADIUS_NAME );
Vector2 center;
float radius;
if( centerValue && centerValue->Get(center)
}
unsigned int numValidStop = 0u;
- Property::Value* stopOffsetValue = propertyMap.Find( GRADIENT_STOP_OFFSET_NAME );
- Property::Value* stopColorValue = propertyMap.Find( GRADIENT_STOP_COLOR_NAME );
- if( stopOffsetValue && stopColorValue )
+ Property::Value* stopOffsetValue = propertyMap.Find( STOP_OFFSET_NAME );
+ Property::Value* stopColorValue = propertyMap.Find( STOP_COLOR_NAME );
+ if( stopColorValue )
{
Vector<float> offsetArray;
Property::Array* colorArray = stopColorValue->GetArray();
- if( colorArray && GetStopOffsets( stopOffsetValue, offsetArray ))
+ if( colorArray )
{
+ GetStopOffsets( stopOffsetValue, offsetArray );
unsigned int numStop = offsetArray.Count() < colorArray->Count() ?
offsetArray.Count() : colorArray->Count();
Vector4 color;
return false;
}
- Property::Value* spread = propertyMap.Find( GRADIENT_SPREAD_METHOD_NAME );
+ Property::Value* spread = propertyMap.Find( SPREAD_METHOD_NAME );
std::string stringValue ;
// The default spread method is PAD.
// Only need to set new spread if 'reflect' or 'repeat"
return true;
}
-bool GradientRenderer::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
+void GradientRenderer::GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets)
{
- Vector2 offset2;
- if( value->Get( offset2 ) )
- {
- stopOffsets.PushBack( offset2.x );
- stopOffsets.PushBack( offset2.y );
- return true;
- }
-
- Vector3 offset3;
- if( value->Get( offset3 ) )
- {
- stopOffsets.PushBack( offset3.x );
- stopOffsets.PushBack( offset3.y );
- stopOffsets.PushBack( offset3.z );
- return true;
- }
- Vector4 offset4;
- if( value->Get( offset4 ) )
+ if ( value ) // Only check valve type if a valid Property has been passed in
{
- stopOffsets.PushBack( offset4.x );
- stopOffsets.PushBack( offset4.y );
- stopOffsets.PushBack( offset4.z );
- stopOffsets.PushBack( offset4.w );
- return true;
- }
-
- Property::Array* offsetArray = value->GetArray();
- if( offsetArray )
- {
- unsigned int numStop = offsetArray->Count();
- float offset;
- for( unsigned int i=0; i<numStop; i++ )
+ switch ( value->GetType() )
{
- if( offsetArray->GetElementAt(i).Get(offset) )
+ case Property::VECTOR2:
+ {
+ Vector2 offset2;
+ value->Get( offset2 );
+ stopOffsets.PushBack( offset2.x );
+ stopOffsets.PushBack( offset2.y );
+ break;
+ }
+ case Property::VECTOR3:
{
- stopOffsets.PushBack( offset );
+ Vector3 offset3;
+ value->Get( offset3 );
+ stopOffsets.PushBack( offset3.x );
+ stopOffsets.PushBack( offset3.y );
+ stopOffsets.PushBack( offset3.z );
+ break;
+ }
+ case Property::VECTOR4:
+ {
+ Vector4 offset4;
+ value->Get( offset4 );
+ stopOffsets.PushBack( offset4.x );
+ stopOffsets.PushBack( offset4.y );
+ stopOffsets.PushBack( offset4.z );
+ stopOffsets.PushBack( offset4.w );
+ break;
+ }
+ case Property::ARRAY:
+ {
+ Property::Array* offsetArray = value->GetArray();
+ unsigned int numStop = offsetArray->Count();
+ float offset;
+ for( unsigned int i=0; i<numStop; i++ )
+ {
+ if( offsetArray->GetElementAt(i).Get(offset) )
+ {
+ stopOffsets.PushBack( offset );
+ }
+ }
+ break;
+ }
+ default:
+ {
+ DALI_LOG_WARNING("GetStopOffsets passed unsupported Property Map\n");
+ // Unsupported Type
}
}
- return true;
}
- return false;
+ if ( stopOffsets.Empty() )
+ {
+ // Set default offset if none set by Property system, need a minimum and maximum
+ stopOffsets.PushBack( DEFAULT_OFFSET_MINIMUM );
+ stopOffsets.PushBack( DEFAULT_OFFSET_MAXIMUM );
+ }
}
} // namespace Internal
*
* | %Property Name | Type |
* |-------------------------|------------------|
- * | gradientStartPosition | VECTOR2 |
- * | gradientEndPosition | VECTOR2 |
- * | gradientStopOffset | ARRAY of FLOAT |
- * | gradientStopColor | ARRAY of VECTOR4 |
+ * | startPosition | VECTOR2 |
+ * | endPosition | VECTOR2 |
+ * | stopColor | ARRAY of VECTOR4 |
*
* The following properties are essential for create a RADIAL GradientRender
*
* | %Property Name | Type |
* |-------------------------|------------------|
- * | gradientCenter | VECTOR2 |
- * | gradientRadius | FLOAT |
- * | gradientStopOffset | ARRAY of FLOAT |
- * | gradientStopColor | ARRAY of VECTOR4 |
+ * | center | VECTOR2 |
+ * | radius | FLOAT |
+ * | stopColor | ARRAY of VECTOR4 |
*
* The following properties are optional for both LINEAR and RADIAL GradientRender.
*
* | %Property Name | Type |
* |-------------------------|------------------|
- * | gradientUnits | STRING |
- * | gradientSpreadMethod | STRING |
+ * | units | STRING |
+ * | spreadMethod | STRING |
*
- * Valid values for gradientUnits are 'userSpace' and 'objectBoundingBox'.
- * Valid values for gradientSpreadMethod are 'pad', 'repeat' and 'reflect.'
+ * Valid values for units are 'userSpace' and 'objectBoundingBox'.
+ * Valid values for spreadMethod are 'pad', 'repeat' and 'reflect.'
* If not provided, 'objectBoundingBox' is used as default gradient units, and 'pad' is used as default spread method.
*/
class GradientRenderer: public ControlRenderer
* @param[in] value The property value of stop-offsets
* @param[out] stopOffsets The vector contains the stop offset values.
*/
- static bool GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets);
+ static void GetStopOffsets(const Property::Value* value, Vector<float>& stopOffsets);
// Undefined
GradientRenderer( const GradientRenderer& gradientRenderer );
*/
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/adaptor-framework/timer.h>
#include <dali/public-api/object/property-array.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
#include <dali-toolkit/public-api/controls/text-controls/text-label.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/devel-api/controls/text-controls/text-selection-popup-callback-interface.h>
#include <dali-toolkit/devel-api/controls/text-controls/text-selection-toolbar.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/actors/layer.h>
namespace Dali
#include <dali/devel-api/object/type-registry-helper.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include "tool-bar-impl.h"
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/devel-api/object/type-registry-helper.h>
// EXTERNAL INCLUDES
#include <dali/public-api/common/stage.h>
#include <dali/public-api/render-tasks/render-task-list.h>
+#include <dali/devel-api/rendering/renderer.h>
namespace
{
return mOffscreenRootActor;
}
-ImageActor Clipper::GetImageActor() const
+Actor Clipper::GetImageActor() const
{
return mImageActor;
}
mOffscreenRootActor.SetDepthTestDisabled( true );
mOffscreenRootActor.SetSize( offscreenSize );
- mImageActor = ImageActor::New();
+ mImageActor = ImageView::New();
mImageActor.SetParentOrigin( ParentOrigin::CENTER );
- mImageActor.SetBlendFunc( BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA,
- BlendingFactor::ONE, BlendingFactor::ONE );
mImageActor.SetScale( Vector3( 1.0f, -1.0f, 1.0f ) );
mImageActor.SetSize( offscreenSize );
Pixel::RGBA8888 );
mImageActor.SetImage( frameBufferImage );
mRenderTask.SetTargetFrameBuffer( frameBufferImage );
+ mImageActor.OnStageSignal().Connect(this, &Clipper::OnStageConnect);
// Stores current size to avoid create new Dali resources if text changes.
mCurrentOffscreenSize = offscreenSize;
}
+void Clipper::OnStageConnect( Dali::Actor actor )
+{
+ Renderer renderer = mImageActor.GetRendererAt(0);
+ renderer.SetBlendFunc(BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA,
+ BlendingFactor::ONE, BlendingFactor::ONE);
+}
+
Clipper::Clipper()
{
}
// EXTERNAL INCLUDES
#include <dali/public-api/actors/layer.h>
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/render-tasks/render-task.h>
+#include <dali-toolkit/public-api/controls/image-view/image-view.h>
+#include <dali/public-api/signals/connection-tracker.h>
namespace Dali
{
/**
* @brief A helper class for clipping actors using a FrameBufferImage.
*/
-class Clipper : public RefObject
+class Clipper : public RefObject, public ConnectionTracker
{
public:
*
* @return The image actor.
*/
- ImageActor GetImageActor() const;
+ Actor GetImageActor() const;
/**
* @brief Refresh the contents of the FrameBufferImage.
void Initialize( const Vector2& size );
/**
+ * The renderer is not created until the clipper actor is set on stage, only by then the blend function could be set.
+ *
+ * @param[in] actor The actor connected to stage.
+ */
+ void OnStageConnect( Dali::Actor actor );
+
+ /**
* Construct a new Clipper.
*/
Clipper();
Layer mOffscreenRootActor;
CameraActor mOffscreenCameraActor;
- ImageActor mImageActor;
+ ImageView mImageActor;
RenderTask mRenderTask;
Vector2 mCurrentOffscreenSize;
};
#include <dali/devel-api/rendering/renderer.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
#include <dali-toolkit/devel-api/controls/control-depth-index-ranges.h>
#include <dali-toolkit/internal/controls/image-view/image-view-impl.h>
{
cursor = Control::New();
cursor.SetBackgroundColor( color );
- cursor.SetParentOrigin( ParentOrigin::TOP_LEFT ); // Need to set the default parent origin as CreateSolidColorActor() sets a different one.
+ cursor.SetParentOrigin( ParentOrigin::TOP_LEFT );
cursor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
}
return false;
}
+FontId DefaultFonts::FindFont( TextAbstraction::FontClient& fontClient, PointSize26Dot6 size ) const
+{
+ for( Vector<FontId>::ConstIterator it = mFonts.Begin(),
+ endIt = mFonts.End();
+ it != endIt;
+ ++it )
+ {
+ const FontId fontId = *it;
+ if( size == fontClient.GetPointSize( fontId ) )
+ {
+ return fontId;
+ }
+ }
+
+ return 0u;
+}
+
MultilanguageSupport::MultilanguageSupport()
: mDefaultFontPerScriptCache(),
mValidFontsPerScriptCache()
{
// Initializes the default font cache to zero (invalid font).
// Reserves space to cache the default fonts and access them with the script as an index.
- mDefaultFontPerScriptCache.Resize( TextAbstraction::UNKNOWN, 0u );
+ mDefaultFontPerScriptCache.Resize( TextAbstraction::UNKNOWN, NULL );
// Initializes the valid fonts cache to NULL (no valid fonts).
// Reserves space to cache the valid fonts and access them with the script as an index.
MultilanguageSupport::~MultilanguageSupport()
{
- // Destroy the valid fonts per script cache.
+ // Destroy the default font per script cache.
+ for( Vector<DefaultFonts*>::Iterator it = mDefaultFontPerScriptCache.Begin(),
+ endIt = mDefaultFontPerScriptCache.End();
+ it != endIt;
+ ++it )
+ {
+ delete *it;
+ }
+ // Destroy the valid fonts per script cache.
for( Vector<ValidateFontsPerScript*>::Iterator it = mValidFontsPerScriptCache.Begin(),
endIt = mValidFontsPerScriptCache.End();
it != endIt;
// Traverse the characters and validate/set the fonts.
// Get the caches.
- FontId* defaultFontPerScriptCacheBuffer = mDefaultFontPerScriptCache.Begin();
+ DefaultFonts** defaultFontPerScriptCacheBuffer = mDefaultFontPerScriptCache.Begin();
ValidateFontsPerScript** validFontsPerScriptCacheBuffer = mValidFontsPerScriptCache.Begin();
// Stores the validated font runs.
Vector<ScriptRun>::ConstIterator scriptRunEndIt = scripts.End();
bool isNewParagraphCharacter = false;
+ PointSize26Dot6 currentPointSize = defaultPointSize;
+ FontId currentFontId = 0u;
+
CharacterIndex lastCharacter = startIndex + numberOfCharacters;
for( Length index = startIndex; index < lastCharacter; ++index )
{
scriptRunIt,
scriptRunEndIt );
+ // Get the current point size.
+ if( currentFontId != fontId )
+ {
+ currentPointSize = fontClient.GetPointSize( fontId );
+ currentFontId = fontId;
+ }
+
#ifdef DEBUG_ENABLED
{
Dali::TextAbstraction::FontDescription description;
// Check first in the caches.
+ DefaultFonts* defaultFonts = *( defaultFontPerScriptCacheBuffer + script );
+ FontId cachedDefaultFontId = 0u;
+ if( NULL != defaultFonts )
+ {
+ cachedDefaultFontId = defaultFonts->FindFont( fontClient, currentPointSize );
+ }
+
// The user may have set the default font. Check it. Otherwise check in the valid fonts cache.
- if( fontId != *( defaultFontPerScriptCacheBuffer + script ) )
+ if( fontId != cachedDefaultFontId )
{
// Check in the valid fonts cache.
ValidateFontsPerScript* validateFontsPerScript = *( validFontsPerScriptCacheBuffer + script );
if( 0u == fontId )
{
// The character has no font assigned. Get a default one from the cache
- fontId = *( defaultFontPerScriptCacheBuffer + script );
+ fontId = cachedDefaultFontId;
// If the cache has not a default font, get one from the font client.
if( 0u == fontId )
bool preferColor = ( TextAbstraction::EMOJI == script );
// Find a fallback-font.
- fontId = fontClient.FindFallbackFont( preferredFont, character, defaultPointSize, preferColor );
+ fontId = fontClient.FindFallbackFont( preferredFont, character, currentPointSize, preferColor );
// If the system does not support a suitable font, fallback to Latin
+ DefaultFonts* latinDefaults = NULL;
if( 0u == fontId )
{
- fontId = *( defaultFontPerScriptCacheBuffer + TextAbstraction::LATIN );
+ latinDefaults = *( defaultFontPerScriptCacheBuffer + TextAbstraction::LATIN );
+ if( NULL != latinDefaults )
+ {
+ fontId = latinDefaults->FindFont( fontClient, currentPointSize );
+ }
}
+
if( 0u == fontId )
{
- fontId = fontClient.FindDefaultFont( UTF32_A, defaultPointSize );
+ fontId = fontClient.FindDefaultFont( UTF32_A, currentPointSize );
}
// Cache the font.
- *( defaultFontPerScriptCacheBuffer + script ) = fontId;
+ if( NULL == latinDefaults )
+ {
+ latinDefaults = new DefaultFonts();
+ *( defaultFontPerScriptCacheBuffer + script ) = latinDefaults;
+ }
+ latinDefaults->mFonts.PushBack( fontId );
}
}
namespace Dali
{
+namespace TextAbstraction
+{
+//Forward declaration
+class FontClient;
+}
+
namespace Toolkit
{
};
/**
+ * @brief Stores default font ids per script. It can be different sizes for a default font family.
+ */
+struct DefaultFonts
+{
+ /**
+ * Default constructor.
+ */
+ DefaultFonts()
+ : mFonts()
+ {}
+
+ /**
+ * Default destructor.
+ */
+ ~DefaultFonts()
+ {}
+
+ /**
+ * @brief Finds a default font for the given @p size.
+ *
+ * @param[in] fontClient The font client.
+ * @param[in] size The given size.
+ *
+ * @return The font id of a default font for the given @p size. If there isn't any font cached it returns 0.
+ */
+ FontId FindFont( TextAbstraction::FontClient& fontClient, PointSize26Dot6 size ) const;
+
+ Vector<FontId> mFonts;
+};
+
+/**
* @brief Multi-language support implementation. @see Text::MultilanguageSupport.
*/
class MultilanguageSupport : public BaseObject
Vector<FontRun>& fonts );
private:
- Vector<FontId> mDefaultFontPerScriptCache; ///< Caches the default font for a script.
+ Vector<DefaultFonts*> mDefaultFontPerScriptCache; ///< Caches default fonts for a script.
Vector<ValidateFontsPerScript*> mValidFontsPerScriptCache; ///< Caches valid fonts for a script.
};
// EXTERNAL INCLUDES
#include <dali/public-api/actors/actor.h>
-#include <dali/public-api/actors/image-actor.h>
namespace Dali
{
// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/buttons/button-impl.h>
-
-// EXTERNAL INCLUDES
-#include <dali/public-api/actors/image-actor.h>
+#include <dali-toolkit/public-api/controls/image-view/image-view.h>
namespace Dali
{
void Button::SetButtonImage( Image image )
{
- Actor imageActor = ImageActor::New( image );
+ Actor imageActor = Toolkit::ImageView::New( image );
imageActor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
Dali::Toolkit::GetImplementation( *this ).SetButtonImage( imageActor );
}
void Button::SetSelectedImage( Image image )
{
- Actor imageActor = ImageActor::New( image );
+ Actor imageActor = Toolkit::ImageView::New( image );
imageActor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS );
Dali::Toolkit::GetImplementation( *this ).SetSelectedImage( imageActor );
}
// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/buttons/push-button-impl.h>
-#include <dali/public-api/actors/image-actor.h>
namespace Dali
{
DALI_TYPE_REGISTRATION_END()
-const char * const BACKGROUND_COLOR_NAME("color");
const char * const COLOR_RENDERER_COLOR_NAME("blendColor");
} // unnamed namespace
case Toolkit::Control::Property::BACKGROUND:
{
- Image image = Scripting::NewImage( value );
- if ( image )
- {
- controlImpl.SetBackgroundImage( image );
- break;
- }
const Property::Map* map = value.GetMap();
if( map )
{
controlImpl.SetBackground( *map );
- break;
}
-
- // The background is neither a valid image nor a property map, so it is no longer required
- controlImpl.ClearBackground();
+ else
+ {
+ // The background is not a property map, so we should clear the background
+ controlImpl.ClearBackground();
+ }
break;
}
}
void Control::SetBackground(const Property::Map& map)
{
- const Property::Value* colorValue = map.Find( BACKGROUND_COLOR_NAME );
- Vector4 color;
- if( colorValue && colorValue->Get(color))
- {
- SetBackgroundColor( color );
- return;
- }
-
Actor self( Self() );
mImpl->mBackgroundRenderer.RemoveAndReset( self );
Toolkit::RendererFactory factory = Toolkit::RendererFactory::Get();
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/default-controls/solid-color-actor.h>
-
namespace Dali
{
#include <dali/public-api/math/vector4.h>
#include <dali/public-api/actors/image-actor.h>
+
namespace Dali
{
const unsigned int TOOLKIT_MAJOR_VERSION = 1;
const unsigned int TOOLKIT_MINOR_VERSION = 1;
-const unsigned int TOOLKIT_MICRO_VERSION = 28;
+const unsigned int TOOLKIT_MICRO_VERSION = 29;
const char * const TOOLKIT_BUILD_DATE = __DATE__ " " __TIME__;
#ifdef DEBUG_ENABLED
"popupIconColor":[1.0,1.0,1.0,1.0],
"popupPressedColor":[0.24,0.72,0.8,0.11],
"background": {
- "filename": "{DALI_IMAGE_DIR}selection-popup-bg.9.png"
+ "rendererType": "nPatch",
+ "imageUrl": "{DALI_IMAGE_DIR}selection-popup-bg.9.png"
},
"popupFadeInDuration":0.25,
"popupFadeOutDuration":0.25
"popupIconColor":[1.0,1.0,1.0,1.0],
"popupPressedColor":[0.24,0.72,0.8,0.11],
"background": {
- "filename": "{DALI_IMAGE_DIR}selection-popup-bg.9.png"
+ "rendererType": "nPatch",
+ "imageUrl": "{DALI_IMAGE_DIR}selection-popup-bg.9.png"
},
"popupFadeInDuration":0.25,
"popupFadeOutDuration":0.25
#ifndef __DALI_TOOLKIT_DOC_H__
#define __DALI_TOOLKIT_DOC_H__
+/*
+ * Copyright (c) 2016 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
/**
* @defgroup dali DALi
* @ingroup CAPI_UI_FRAMEWORK
* @brief DALi is a cross-platform 3D UI Toolkit for embedded systems.
*
* @section dali-overview Overview
+ *
* DALi's 3D user interface engine enables you to create rich and high-performance
* UI applications. DALi is based on OpenGL ES 2.0, but provides a clean
* cross-platform C++ framework.
* This means that you can use high-level DALi APIs instead of accessing
* low-level OpenGL APIs directly.
- * <ul>
- * <li>DALi Core: This module provides scene graph-based rendering, animation, and event handling.</li>
- * <li>DALi Adaptor: This module is a platform adaptation layer.</li>
- * <li>DALi Toolkit: This module provides UI components and various effects on top of the DALi Core.</li>
- * </ul>
+ *
+ * DALi consists of the following modules:
+ * <table>
+ * <tr>
+ * <th>Module</th>
+ * <th>Description</th>
+ * </tr>
+ * <tr>
+ * <td>@ref dali_core</td>
+ * <td>DALi Core provides core functionalities such as scene graph-based rendering, animation, and event handling.</td>
+ * </tr>
+ * <tr>
+ * <td>@ref dali_adaptor</td>
+ * <td>DALi Adaptor is a platform adaptation layer.</td>
+ * </tr>
+ * <tr>
+ * <td>@ref dali_toolkit</td>
+ * <td>DALi Toolkit provides UI components and various effects on top of the DALi Core.</td>
+ * </tr>
+ * </table>
+ *
+ * The layer diagram for DALi modules is shown below:
+ * @image html dali-modules.png "Figure: DALi modules"
*
* @defgroup dali_toolkit DALi Toolkit
- * @ingroup dali
*
- * @brief This module provides UI components and various effects on top of the DALi Core.
+ * @brief DALi Toolkit provides UI components and various effects on top of the DALi Core.
+ *
+ * @section dali_core_overview Overview
+ *
+ * DALi Toolkit consists of the following groups of API:
*
+ * <table>
+ * <tr>
+ * <th>API Group</th>
+ * <th>Description</th>
+ * </tr>
+ * <tr>
+ * <td>@ref dali_toolkit_controls</td>
+ * <td>Controls are interactive components for layouting the user interface.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:1em">@ref dali_toolkit_controls_alignment</td>
+ * <td>Alignment is a container which provides an easy way to align other actors inside its boundary.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:1em">@ref dali_toolkit_controls_buttons</td>
+ * <td>Button is a small object on UI that you can press.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:1em">@ref dali_toolkit_controls_gaussian_blur_view</td>
+ * <td>GaussianBlurView provides a render process that blurs an image.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:1em">@ref dali_toolkit_controls_image_view</td>
+ * <td>ImageView is a control displying an image.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:1em">@ref dali_toolkit_controls_scroll_bar</td>
+ * <td>ScrollBar control.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:1em">@ref dali_toolkit_controls_scrollable</td>
+ * <td>Scrollable container controls.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:2em">@ref dali_toolkit_controls_item_view</td>
+ * <td>ItemView class is a scrollable container that can contain many items.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:2em">@ref dali_toolkit_controls_scroll_view</td>
+ * <td>ScrollView class provides scrollable view which contains actors and can be scrolled automatically or manually by panning.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:1em">@ref dali_toolkit_controls_table_view</td>
+ * <td>TableView class is a layout container for aligning child actors in a grid like layout.</td>
+ * </tr>
+ * <tr>
+ * <td style="padding-left:1em">@ref dali_toolkit_controls_text_controls</td>
+ * <td>Controls for displaying text or text input.</td>
+ * </tr>
+ * <tr>
+ * <td>@ref dali_toolkit_managers</td>
+ * <td>Singleton classes for managing application-wide functionalities.</td>
+ * </tr>
+ * </table>
+ *
+ * @ingroup dali
* @{
- * @defgroup dali_toolkit_accessibility_manager Accessibility Manager
- * @brief AccessibilityManager manages a accessibility focus chain.
-
* @defgroup dali_toolkit_controls Controls
* @brief Controls are interactive components for layouting the user interface.
* @brief Controls for displaying text or text input.
* @}
- * @defgroup dali_toolkit_focus_manager Focus Manager
- * @brief Classes for handling keyboard navigation and maintaining the two dimensional keyboard focus chain.
+
+ * @defgroup dali_toolkit_managers Managers
+ * @brief Singleton classes for managing application-wide functionalities.
* @}
*/
**RendererType:** "gradient"
-| Property Name | Type | Required | Description |
-|--------------------------------------------------------------|:----------------:|:----------:|-------------------------------------------------------------------|
-| gradientStartPosition | VECTOR2 | For Linear | The start position of the linear gradient. |
-| gradientEndPosition | VECTOR2 | For Linear | The end position of the linear gradient. |
-| gradientCenter | VECTOR2 | For Radial | The center point of the gradient. |
-| gradientRadius | FLOAT | For Radial | The size of the radius. |
-| gradientStopOffset | ARRAY of FLOAT | Yes | All the stop offsets. |
-| gradientStopColor | ARRAY of VECTOR4 | Yes | The color at those stop offsets. |
-| [gradientUnits](@ref gradient-renderer-units) | STRING | No | *objectBoundingBox* or *userSpace*. Default: *objectBoundingBox*. |
-| [gradientSpreadMethod](@ref gradient-renderer-spread-method) | STRING | No | *pad*, *repeat* or *reflect*. Default: *pad* |
-
-If the *gradientStopOffset* and *gradientStopColor* arrays do not have the same number of elements, then the minimum of the two is used as the stop points.
+| Property Name | Type | Required | Description |
+|--------------------------------------------------------------|:----------------:|:----------:|-------------------------------------------------------------------------|
+| startPosition | VECTOR2 | For Linear | The start position of the linear gradient. |
+| endPosition | VECTOR2 | For Linear | The end position of the linear gradient. |
+| center | VECTOR2 | For Radial | The center point of the gradient. |
+| radius | FLOAT | For Radial | The size of the radius. |
+| stopOffset | ARRAY of FLOAT | No | All the stop offsets. If not supplied default is 0.0 and 1.0 |
+| stopColor | ARRAY of VECTOR4 | Yes | The color at those stop offsets. At least 2 required to show a gradient |
+| [gradientUnits](@ref gradient-renderer-units) | STRING | No | *objectBoundingBox* or *userSpace*. Default: *objectBoundingBox*. |
+| [gradientSpreadMethod](@ref gradient-renderer-spread-method) | STRING | No | *pad*, *repeat* or *reflect*. Default: *pad* |
+
+If the *stopOffset* and *stopColor* arrays do not have the same number of elements, then the minimum of the two is used as the stop points.
### Units {#gradient-renderer-units}
Dali::Property::Map map;
map[ "rendererType" ] = "gradient";
-map[ "gradientStartPosition" ] = Vector2( 0.5f, 0.5f );
-map[ "gradientEndPosition" ] = Vector2( -0.5f, -0.5f );
+map[ "startPosition" ] = Vector2( 0.5f, 0.5f );
+map[ "endPosition" ] = Vector2( -0.5f, -0.5f );
Dali::Property::Array stopOffsets;
stopOffsets.PushBack( 0.0f );
stopOffsets.PushBack( 0.6f );
stopOffsets.PushBack( 0.8f );
stopOffsets.PushBack( 1.f );
-map[ "gradientStopOffset" ] = stopOffsets;
+map[ "stopOffset" ] = stopOffsets;
Dali::Property::Array stopColors;
stopColors.PushBack( Vector4( 129.f, 198.f, 193.f, 255.f )/255.f );
stopColors.PushBack( Vector4( 214.f, 37.f, 139.f, 191.f )/255.f );
stopColors.PushBack( Vector4( 129.f, 198.f, 193.f, 150.f )/255.f );
stopColors.PushBack( Color::YELLOW );
-map[ "gradientStopColor" ] = stopColors;
+map[ "stopColor" ] = stopColors;
control.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
~~~
control.background =
{
rendererType : "gradient",
- gradientStartPosition : [ 0.5, 0.5 ],
- gradientEndPosition : [ -0.5, -0.5 ],
- gradientStopOffset : [ 0.0, 0.3, 0.6, 0.8, 1.0 ],
- gradientStopColor : [
+ startPosition : [ 0.5, 0.5 ],
+ endPosition : [ -0.5, -0.5 ],
+ stopOffset : [ 0.0, 0.3, 0.6, 0.8, 1.0 ],
+ stopColor : [
[ 129 / 255, 198 / 255, 193 / 255, 255 / 255 ],
[ 196 / 255, 198 / 255, 71 / 255, 122 / 255 ],
[ 214 / 255, 37 / 255, 139 / 255, 191 / 255 ],
Dali::Property::Map map;
map[ "rendererType" ] = "gradient";
-map[ "gradientCenter" ] = Vector2( 0.5f, 0.5f );
-map[ "gradientRadius" ] = 1.414f;
+map[ "center" ] = Vector2( 0.5f, 0.5f );
+map[ "radius" ] = 1.414f;
Dali::Property::Array stopOffsets;
stopOffsets.PushBack( 0.0f );
stopOffsets.PushBack( 0.6f );
stopOffsets.PushBack( 0.8f );
stopOffsets.PushBack( 1.f );
-map[ "gradientStopOffset" ] = stopOffsets;
+map[ "stopOffset" ] = stopOffsets;
Dali::Property::Array stopColors;
stopColors.PushBack( Vector4( 129.f, 198.f, 193.f, 255.f )/255.f );
stopColors.PushBack( Vector4( 214.f, 37.f, 139.f, 191.f )/255.f );
stopColors.PushBack( Vector4( 129.f, 198.f, 193.f, 150.f )/255.f );
stopColors.PushBack( Color::YELLOW );
-map[ "gradientStopColor" ] = stopColors;
+map[ "stopColor" ] = stopColors;
control.SetProperty( Dali::Toolkit::Control::Property::BACKGROUND, map );
~~~
control.background =
{
rendererType : "gradient",
- gradientCenter : [ 0.5, 0.5 ],
- gradientRadius : 1.414,
- gradientStopOffset : [ 0.0, 0.3, 0.6, 0.8, 1.0 ],
- gradientStopColor : [
+ center : [ 0.5, 0.5 ],
+ radius : 1.414,
+ stopOffset : [ 0.0, 0.3, 0.6, 0.8, 1.0 ],
+ stopColor : [
[ 129 / 255, 198 / 255, 193 / 255, 255 / 255 ],
[ 196 / 255, 198 / 255, 71 / 255, 122 / 255 ],
[ 214 / 255, 37 / 255, 139 / 255, 191 / 255 ],
Name: dali-toolkit
Summary: The OpenGLES Canvas Core Library Toolkit
-Version: 1.1.28
+Version: 1.1.29
Release: 1
Group: System/Libraries
License: Apache-2.0 and BSD-2-Clause and MIT