END_TEST;
}
+
+int UtcDaliImageViewCustomShader(void)
+{
+ ToolkitTestApplication application;
+
+ // Set a custom shader with an image url
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::TYPE] = Visual::IMAGE;
+ properties[Visual::Property::SHADER] = shader;
+ properties[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+
+ ImageView imageView = ImageView::New();
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ // Set a custom shader after setting an image url
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::SHADER] = shader;
+
+ ImageView imageView = ImageView::New( TEST_IMAGE_FILE_NAME );
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ // Set a custom shader before setting an image url
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::SHADER] = shader;
+
+ ImageView imageView = ImageView::New();
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+ imageView.SetProperty( ImageView::Property::IMAGE, TEST_IMAGE_FILE_NAME );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ // Set a custom shader after setting a property map
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::SHADER] = shader;
+
+ Property::Map properties1;
+ properties1[Visual::Property::TYPE] = Visual::IMAGE;
+ properties1[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+
+ ImageView imageView = ImageView::New();
+ imageView.SetProperty( ImageView::Property::IMAGE, properties1 );
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ // Set a custom shader before setting a property map
+ {
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::SHADER] = shader;
+
+ Property::Map properties1;
+ properties1[Visual::Property::TYPE] = Visual::IMAGE;
+ properties1[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+
+ ImageView imageView = ImageView::New();
+ imageView.SetProperty( ImageView::Property::IMAGE, properties );
+ imageView.SetProperty( ImageView::Property::IMAGE, properties1 );
+
+ Stage::GetCurrent().Add( imageView );
+
+ application.SendNotification();
+ application.Render();
+
+ Renderer renderer = imageView.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+ }
+
+ END_TEST;
+}
using namespace Dali;
ImageView::ImageView()
-: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) )
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
+ mImageSize()
{
}
mVisual = visual;
}
- DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
+ if( !mShaderMap.Empty() )
+ {
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+ visualImpl.SetCustomShader( mShaderMap );
+ }
+
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
else
{
mVisual = visual;
}
+ if( !mShaderMap.Empty() )
+ {
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+ visualImpl.SetCustomShader( mShaderMap );
+ }
+
DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
else
{
// Don't bother comparing if we had a visual previously, just drop old visual and create new one
mUrl = url;
+ mImageSize = size;
mImage.Reset();
mPropertyMap.Clear();
mVisual = visual;
}
+ if( !mShaderMap.Empty() )
+ {
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+ visualImpl.SetCustomShader( mShaderMap );
+ }
+
DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
else
impl.SetImage( *map );
}
// the property map contains only the custom shader
- else if( ( impl.mVisual )&&( map->Count() == 1u )&&( shaderValue ) )
+ else if( ( map->Count() == 1u )&&( shaderValue ) )
{
- Property::Map* shaderMap = shaderValue->GetMap();
- if( shaderMap )
+ impl.mShaderMap = *( shaderValue->GetMap() );
+
+ if( !impl.mUrl.empty() )
+ {
+ impl.SetImage( impl.mUrl, impl.mImageSize );
+ }
+ else if( impl.mImage )
+ {
+ impl.SetImage( impl.mImage );
+ }
+ else if( !impl.mPropertyMap.Empty() )
{
- Internal::Visual::Base& visual = Toolkit::GetImplementation( impl.mVisual );
- visual.SetCustomShader( *shaderMap );
- if( imageView.OnStage() )
- {
- // force to create new core renderer to use the newly set shader
- visual.SetOffStage( imageView );
- visual.SetOnStage( imageView );
- }
+ impl.SetImage( impl.mPropertyMap );
}
}
}