}
}
-void PrepareResourceImage( TestApplication& application, uint32_t imageWidth, uint32_t imageHeight, Pixel::Format pixelFormat )
-{
- TestPlatformAbstraction& platform = application.GetPlatform();
- platform.SetClosestImageSize(Vector2( imageWidth, imageHeight));
-
- Integration::Bitmap* bitmap = Integration::Bitmap::New( Integration::Bitmap::BITMAP_2D_PACKED_PIXELS, ResourcePolicy::OWNED_RETAIN );
- Integration::PixelBuffer* pixbuffer = bitmap->GetPackedPixelsProfile()->ReserveBuffer( pixelFormat, imageWidth, imageHeight, imageWidth, imageHeight );
- uint32_t bytesPerPixel = GetBytesPerPixel( pixelFormat );
- uint32_t initialColor = 0xFF;
- memset( pixbuffer, initialColor, imageHeight*imageWidth*bytesPerPixel);
-
- Integration::ResourcePointer resourcePtr(bitmap);
- platform.SetSynchronouslyLoadedResource( resourcePtr );
-}
-
namespace Test
{
}
};
-// Prepare a resource image to be loaded. Should be called before creating the ResourceImage
-void PrepareResourceImage( TestApplication& application, uint32_t imageWidth, uint32_t imageHeight, Pixel::Format pixelFormat );
-
// Test namespace to prevent pollution of Dali namespace, add Test helper functions here
namespace Test
{
// CLASS HEADER
#include "mesh-builder.h"
-// EXTERNAL INCLUDES
-#include <dali/devel-api/images/texture-set-image.h>
-
namespace Dali
{
return TextureSet::New();
}
-TextureSet CreateTextureSet( Image image )
-{
- TextureSet textureSet = TextureSet::New();
- TextureSetImage( textureSet, 0u, image );
- return textureSet;
-}
-
TextureSet CreateTextureSet( Texture texture )
{
TextureSet textureSet = TextureSet::New();
Shader CreateShader();
TextureSet CreateTextureSet();
-TextureSet CreateTextureSet( Image image );
TextureSet CreateTextureSet( Texture texture );
Geometry CreateQuadGeometry();
PropertyBuffer CreatePropertyBuffer();
// EXTERNAL INCLUDES
#include <dali/public-api/dali-core.h>
-#include <dali/devel-api/images/texture-set-image.h>
// INTERNAL INCLUDES
#include "mesh-builder.h"
return actor;
}
-Actor CreateRenderableActor( Image texture )
-{
- return CreateRenderableActor( texture, VERTEX_SHADER, FRAGMENT_SHADER );
-}
-
-Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader )
-{
- // Create the geometry
- Geometry geometry = CreateQuadGeometry();
-
- // Create Shader
- Shader shader = Shader::New( vertexShader, fragmentShader );
-
- // Create renderer from geometry and material
- Renderer renderer = Renderer::New( geometry, shader );
-
- // Create actor and set renderer
- Actor actor = Actor::New();
- actor.AddRenderer( renderer );
-
- // If we a texture, then create a texture-set and add to renderer
- if( texture )
- {
- TextureSet textureSet = TextureSet::New();
- TextureSetImage( textureSet, 0u, texture );
- renderer.SetTextures( textureSet );
-
- // Set actor to the size of the texture if set
- actor.SetProperty( Actor::Property::SIZE, Vector2( texture.GetWidth(), texture.GetHeight() ) );
- }
-
- return actor;
-}
-
} // namespace Dali
* @param[in] texture Texture to set.
* @return An actor with a renderer.
*/
-Actor CreateRenderableActor( Image texture );
-
-/**
- * @brief Creates a renderable-actor with a texture and custom shaders.
- * @param[in] texture Texture to set.
- * @param[in] vertexShader The vertex-shader.
- * @param[in] fragmentShader The fragment-shader.
- * @return An actor with a renderer.
- */
-Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader );
-
-/**
- * @brief Creates a renderable-actor with a texture.
- * @param[in] texture Texture to set.
- * @return An actor with a renderer.
- */
Actor CreateRenderableActor( Texture texture );
/**
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
#include "image-atlas-manager.h"
// EXTERNAL HEADER
-#include <dali/devel-api/images/texture-set-image.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
namespace Dali
#include <cstring> // for strlen()
#include <dali/public-api/actors/layer.h>
#include <dali/public-api/common/stage.h>
-#include <dali/devel-api/images/texture-set-image.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
// EXTERNAL INCLUDES
#include <dali/devel-api/object/handle-devel.h>
-#include <dali/devel-api/images/texture-set-image.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/integration-api/debug.h>
#include <dali/devel-api/adaptor-framework/environment-variable.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/devel-api/common/hash.h>
-#include <dali/devel-api/images/texture-set-image.h>
#include <dali/devel-api/adaptor-framework/pixel-buffer.h>
#include <dali/integration-api/debug.h>