RendarableActor API has moved to ImageActor temporarily.
Updated toolkit to match.
Change-Id: I739a03d4e1f53a3290cd8f674110cf99c3669c24
Signed-off-by: David Steele <david.steele@partner.samsung.com>
// to allow animating shader uniforms
if( propIndex == Property::INVALID_INDEX )
{
- RenderableActor renderable = RenderableActor::DownCast( targetHandle );
- if( renderable )
+ ImageActor imageActor = ImageActor::DownCast( targetHandle );
+ if( imageActor )
{
// A limitation here is that its possible that between creation of animation
// and running it the ShaderEffect of the actor has been changed.
// However this is a unlikely use case especially when using scripts.
- if( ShaderEffect effect = renderable.GetShaderEffect() )
+ if( ShaderEffect effect = imageActor.GetShaderEffect() )
{
propIndex = effect.GetPropertyIndex( *property );
if(propIndex != Property::INVALID_INDEX)
} // namespace Toolkit
} // namespace Dali
-
// special field 'effect' references the shader effect instances
if(key == "effect")
{
- RenderableActor actor = RenderableActor::DownCast(handle);
+ ImageActor actor = ImageActor::DownCast(handle);
if( actor )
{
OptionalString str = constant.IsString( keyChild.second );
if( Property::INVALID_INDEX == index )
{
- RenderableActor actor = RenderableActor::DownCast(handle);
+ ImageActor actor = ImageActor::DownCast(handle);
if( actor )
{
if( ShaderEffect effect = actor.GetShaderEffect() )
relayoutData.mTextLayoutInfo.mMaxItalicsOffset = std::max( relayoutData.mTextLayoutInfo.mMaxItalicsOffset, italicsOffset );
// Sets the sort modifier value.
- currentTextActorInfo.textActor.SetSortModifier( visualParameters.mSortModifier );
+ // currentTextActorInfo.textActor.SetSortModifier( visualParameters.mSortModifier );
// Enables or disables the blending.
- currentTextActorInfo.textActor.SetBlendMode( !visualParameters.mSnapshotModeEnabled ? BlendingMode::ON : BlendingMode::OFF );
+ // currentTextActorInfo.textActor.SetBlendMode( !visualParameters.mSnapshotModeEnabled ? BlendingMode::ON : BlendingMode::OFF );
}
void CalculateLineLayout( float parentWidth,
imageActor.SetSize( characterLayout.mSize );
// Sets the sort modifier value.
- imageActor.SetSortModifier( visualParameters.mSortModifier );
+ // imageActor.SetSortModifier( visualParameters.mSortModifier );
characterLayout.mGlyphActor = imageActor;
}
glyphActor.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT );
// Sets the sort modifier value.
- glyphActor.SetSortModifier( visualParameters.mSortModifier );
+ // glyphActor.SetSortModifier( visualParameters.mSortModifier );
// Enables or disables the blending.
- glyphActor.SetBlendMode( !visualParameters.mSnapshotModeEnabled ? BlendingMode::ON : BlendingMode::OFF );
+ // glyphActor.SetBlendMode( !visualParameters.mSnapshotModeEnabled ? BlendingMode::ON : BlendingMode::OFF );
}
}
it != endIt;
++it )
{
- ( *it ).SetSortModifier( depthOffset );
+ // ( *it ).SetSortModifier( depthOffset );
}
if( mOffscreenImageActor )
{
- mOffscreenImageActor.SetSortModifier( depthOffset );
+ // mOffscreenImageActor.SetSortModifier( depthOffset );
}
}
#include "tool-bar-impl.h"
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/renderable-actor.h>
+#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/animation/constraints.h>
#include <dali/public-api/object/type-registry.h>
background.SetAnchorPoint( Dali::AnchorPoint::TOP_CENTER );
background.SetSize( mToolBarSize );
- RenderableActor renderableActor = RenderableActor::DownCast( background );
- if ( renderableActor )
+ ImageActor imageActor = ImageActor::DownCast( background );
+ if ( imageActor )
{
- renderableActor.SetSortModifier( 1.f );
+ imageActor.SetSortModifier( 1.f );
}
Self().Add( background );
#include <dali/public-api/animation/active-constraint.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/actors/image-actor.h>
namespace Dali
{
MotionBlurEffect MotionBlurEffect::Apply( RenderableActor renderable )
{
MotionBlurEffect newEffect = New( MOTION_BLUR_NUM_SAMPLES );
- renderable.SetShaderEffect( newEffect );
+ ImageActor imageActor = ImageActor::DownCast(renderable);
+ if( imageActor )
+ {
+ imageActor.SetShaderEffect( newEffect );
+ }
Dali::Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_BLUR_MODEL_LASTFRAME );
#include <dali/public-api/animation/active-constraint.h>
#include <dali/public-api/animation/constraint.h>
#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/actors/image-actor.h>
namespace Dali
{
MotionStretchEffect MotionStretchEffect::Apply( RenderableActor renderable )
{
MotionStretchEffect newEffect = New();
- renderable.SetShaderEffect( newEffect );
+
+ ImageActor imageActor = ImageActor::DownCast(renderable);
+ if( imageActor )
+ {
+ imageActor.SetShaderEffect( newEffect );
+ }
Dali::Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_STRETCH_MODELVIEW_LASTFRAME );