From: Xiangyin Ma Date: Tue, 31 May 2016 14:26:42 +0000 (+0100) Subject: Remove ImageActor from comments and variable names X-Git-Tag: dali_1.1.38~1 X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=commitdiff_plain;h=42492df08f8a079da70931292aebb56e1252641d Remove ImageActor from comments and variable names Change-Id: I4d1b43de5f9542b914a893a10514293d5bb950c2 --- diff --git a/automated-tests/src/dali-toolkit/utc-Dali-ItemLayout.cpp b/automated-tests/src/dali-toolkit/utc-Dali-ItemLayout.cpp index 4ee76fb..447c78a 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-ItemLayout.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-ItemLayout.cpp @@ -72,7 +72,7 @@ public: // From ItemFactory */ virtual Actor NewItem(unsigned int itemId) { - // Create an image actor for this item + // Create a renderable actor for this item Image image = ResourceImage::New( TEST_IMAGE_FILE_NAME ); Actor actor = CreateRenderableActor(image); diff --git a/automated-tests/src/dali-toolkit/utc-Dali-ItemView.cpp b/automated-tests/src/dali-toolkit/utc-Dali-ItemView.cpp index 1f96f1b..b1fd832 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-ItemView.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-ItemView.cpp @@ -113,7 +113,7 @@ public: // From ItemFactory */ virtual Actor NewItem(unsigned int itemId) { - // Create an image actor for this item + // Create a renderable actor for this item Image image = ResourceImage::New( TEST_IMAGE_FILE_NAME ); Actor actor = CreateRenderableActor(image); diff --git a/automated-tests/src/dali-toolkit/utc-Dali-SuperBlurView.cpp b/automated-tests/src/dali-toolkit/utc-Dali-SuperBlurView.cpp index 97592d7..e0b5c9c 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-SuperBlurView.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-SuperBlurView.cpp @@ -153,7 +153,7 @@ int UtcDaliSuperBlurViewSetImage(void) // start multiple guassian blur call, each guassian blur creates two render tasks DALI_TEST_CHECK( Stage::GetCurrent().GetRenderTaskList().GetTaskCount() == 1+BLUR_LEVELS*2); - // create image actors for the original image and each blurred image + // create image renderers for the original image and each blurred image Stage::GetCurrent().Add( blurView ); Wait(application); DALI_TEST_EQUALS(blurView.GetRendererCount(), BLUR_LEVELS+1, TEST_LOCATION ); diff --git a/automated-tests/src/dali-toolkit/utc-Dali-TextEditor.cpp b/automated-tests/src/dali-toolkit/utc-Dali-TextEditor.cpp index b1cc593..a361701 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-TextEditor.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-TextEditor.cpp @@ -597,7 +597,7 @@ int utcDaliTextEditorEvent02(void) application.SendNotification(); application.Render(); - // Check there are the expected number of children ( active layer, offscreen root actor, and the offscreen image actor + // Check there are the expected number of children ( active layer, offscreen root actor, and the offscreen image view DALI_TEST_EQUALS( editor.GetChildCount(), 3u, TEST_LOCATION ); Actor layer = editor.GetChildAt( 0u ); diff --git a/automated-tests/src/dali-toolkit/utc-Dali-TextField.cpp b/automated-tests/src/dali-toolkit/utc-Dali-TextField.cpp index 22bc525..1bcbe2b 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-TextField.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-TextField.cpp @@ -707,7 +707,7 @@ int utcDaliTextFieldEvent02(void) application.SendNotification(); application.Render(); - // Check there are the expected number of children ( active layer, offscreen root actor, and the offscreen image actor + // Check there are the expected number of children ( active layer, offscreen root actor, and the offscreen image view DALI_TEST_EQUALS( field.GetChildCount(), 3u, TEST_LOCATION ); Actor layer = field.GetChildAt( 0u ); diff --git a/dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h b/dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h index 8408fcc..a9a5c3a 100644 --- a/dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h +++ b/dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h @@ -57,7 +57,7 @@ public: /** * @brief Create an initialized BubbleEmitter. * - * @param[in] winSize The size of the bubble moving area, usually the same size as the background image actor. + * @param[in] winSize The size of the bubble moving area, usually the same size as the background. * @param[in] shapeImage The alpha channnel of this texture defines the bubble shape. * @param[in] maximumNumberOfBubble The maximum number of bubble needed. * @param[in] bubbleSizeRange The size range of the bubbles; x component is the low bound, and y component is the up bound. diff --git a/dali-toolkit/devel-api/controls/shadow-view/shadow-view.h b/dali-toolkit/devel-api/controls/shadow-view/shadow-view.h index 2df4978..4b43e5f 100644 --- a/dali-toolkit/devel-api/controls/shadow-view/shadow-view.h +++ b/dali-toolkit/devel-api/controls/shadow-view/shadow-view.h @@ -75,7 +75,7 @@ class ShadowView; * shadowPlaneBg.SetParentOrigin( ParentOrigin::CENTER ); * shadowPlaneBg.SetAnchorPoint( AnchorPoint::CENTER ); * shadowPlaneBg.SetSize(700.0f, 700.0f); - * shadowPlaneBg.SetPosition( Vector3(0.0f, 0.0f, -30.0f) ); //Just behind the image actor. + * shadowPlaneBg.SetPosition( Vector3(0.0f, 0.0f, -30.0f) ); //Just behind the image view. * shadowView.SetShadowPlaneBackground(ShadowPlane); * * Actor pointLight = Actor::New(); // This will be the light source diff --git a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h index 5c929b9..99036fd 100644 --- a/dali-toolkit/devel-api/shader-effects/dissolve-effect.h +++ b/dali-toolkit/devel-api/shader-effects/dissolve-effect.h @@ -113,7 +113,7 @@ inline void DissolveEffectSetCentralLine( Actor& actor, const Vector2& position, /** * @brief Create a new Dissolve effect * - * DissolveEffect is a custom shader effect to achieve Dissolve effects in Image actors. + * DissolveEffect is a custom shader effect to achieve Dissolve effects in image views. * * Animatable/Constrainable uniforms: * "uPercentage" - This value is proportional to the distortion applied; a value of zero means no distortion. diff --git a/dali-toolkit/internal/builder/builder-animations.cpp b/dali-toolkit/internal/builder/builder-animations.cpp index beec9eb..b16235f 100644 --- a/dali-toolkit/internal/builder/builder-animations.cpp +++ b/dali-toolkit/internal/builder/builder-animations.cpp @@ -17,7 +17,6 @@ // EXTERNAL INCLUDES #include -#include #include // INTERNAL INCLUDES diff --git a/dali-toolkit/internal/builder/builder-impl.cpp b/dali-toolkit/internal/builder/builder-impl.cpp index f31bf5f..7e2f786 100644 --- a/dali-toolkit/internal/builder/builder-impl.cpp +++ b/dali-toolkit/internal/builder/builder-impl.cpp @@ -27,7 +27,6 @@ #include #include #include -#include #include #include #include diff --git a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp index 5d5e22c..353a7c2 100644 --- a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp +++ b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.cpp @@ -227,9 +227,9 @@ void BloomView::OnInitialize() ////////////////////////////////////////////////////// // Create actors - // Create an ImageActor for rendering from the scene texture to the bloom texture - mBloomExtractImageActor = Toolkit::ImageView::New(); - mBloomExtractImageActor.SetParentOrigin( ParentOrigin::CENTER ); + // Create an image view for rendering from the scene texture to the bloom texture + mBloomExtractImageView = Toolkit::ImageView::New(); + mBloomExtractImageView.SetParentOrigin( ParentOrigin::CENTER ); // Create shader used for extracting the bright parts of an image Property::Map customShader; @@ -237,20 +237,20 @@ void BloomView::OnInitialize() Property::Map rendererMap; rendererMap.Insert( "rendererType", "image" ); rendererMap.Insert( "shader", customShader ); - mBloomExtractImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); + mBloomExtractImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); - // Create an ImageActor for compositing the result (scene and bloom textures) to output - mCompositeImageActor = Toolkit::ImageView::New(); - mCompositeImageActor.SetParentOrigin( ParentOrigin::CENTER ); + // Create an image view for compositing the result (scene and bloom textures) to output + mCompositeImageView = Toolkit::ImageView::New(); + mCompositeImageView.SetParentOrigin( ParentOrigin::CENTER ); // Create shader used to composite bloom and original image to output render target customShader[ "fragmentShader" ] = COMPOSITE_FRAGMENT_SOURCE; rendererMap[ "shader" ] = customShader; - mCompositeImageActor.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); + mCompositeImageView.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); - // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task - mTargetImageActor = Toolkit::ImageView::New(); - mTargetImageActor.SetParentOrigin( ParentOrigin::CENTER ); + // Create an image view for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task + mTargetImageView = Toolkit::ImageView::New(); + mTargetImageView.SetParentOrigin( ParentOrigin::CENTER ); // Create the Gaussian Blur object + render tasks // Note that we use mBloomExtractTarget as the source image and also re-use this as the gaussian blur final render target. This saves the gaussian blur code from creating it @@ -275,10 +275,10 @@ void BloomView::OnInitialize() // Connect to actor tree Self().Add( mChildrenRoot ); Self().Add( mInternalRoot ); - mInternalRoot.Add( mBloomExtractImageActor ); + mInternalRoot.Add( mBloomExtractImageView ); mInternalRoot.Add( mGaussianBlurView ); - mInternalRoot.Add( mCompositeImageActor ); - mInternalRoot.Add( mTargetImageActor ); + mInternalRoot.Add( mCompositeImageView ); + mInternalRoot.Add( mTargetImageView ); mInternalRoot.Add( mRenderDownsampledCamera ); mInternalRoot.Add( mRenderFullSizeCamera ); @@ -292,8 +292,8 @@ void BloomView::OnSizeSet(const Vector3& targetSize) mTargetSize = Vector2(targetSize); mChildrenRoot.SetSize(targetSize); - mCompositeImageActor.SetSize(targetSize); - mTargetImageActor.SetSize(targetSize); + mCompositeImageView.SetSize(targetSize); + mTargetImageView.SetSize(targetSize); // Children render camera must move when GaussianBlurView object is // resized. This is since we cannot change render target size - so we need @@ -383,19 +383,19 @@ void BloomView::AllocateResources() ////////////////////////////////////////////////////// // Point actors and render tasks at new render targets - mBloomExtractImageActor.SetImage( mRenderTargetForRenderingChildren ); - mBloomExtractImageActor.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target + mBloomExtractImageView.SetImage( mRenderTargetForRenderingChildren ); + mBloomExtractImageView.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target // set GaussianBlurView to blur our extracted bloom mGaussianBlurView.SetUserImageAndOutputRenderTarget(mBloomExtractTarget, mBlurExtractTarget); // use the completed blur in the first buffer and composite with the original child actors render - mCompositeImageActor.SetImage( mRenderTargetForRenderingChildren ); - TextureSet textureSet = mCompositeImageActor.GetRendererAt(0).GetTextures(); + mCompositeImageView.SetImage( mRenderTargetForRenderingChildren ); + TextureSet textureSet = mCompositeImageView.GetRendererAt(0).GetTextures(); textureSet.SetImage( 1u, mBlurExtractTarget ); // set up target actor for rendering result, i.e. the blurred image - mTargetImageActor.SetImage(mOutputRenderTarget); + mTargetImageView.SetImage(mOutputRenderTarget); } } @@ -414,7 +414,7 @@ void BloomView::CreateRenderTasks() // Extract the bright part of the image and render to a new buffer. Downsampling also occurs at this stage to save pixel fill, if it is set up. mBloomExtractTask = taskList.CreateTask(); - mBloomExtractTask.SetSourceActor( mBloomExtractImageActor ); + mBloomExtractTask.SetSourceActor( mBloomExtractImageView ); mBloomExtractTask.SetExclusive(true); mBloomExtractTask.SetInputEnabled( false ); mBloomExtractTask.SetClearEnabled( true ); @@ -424,9 +424,9 @@ void BloomView::CreateRenderTasks() // GaussianBlurView tasks must be created here, so they are executed in the correct order with respect to BloomView tasks GetImpl(mGaussianBlurView).CreateRenderTasks(); - // Use an image actor displaying the children render and composite it with the blurred bloom buffer, targeting the output + // Use an image view displaying the children render and composite it with the blurred bloom buffer, targeting the output mCompositeTask = taskList.CreateTask(); - mCompositeTask.SetSourceActor( mCompositeImageActor ); + mCompositeTask.SetSourceActor( mCompositeImageView ); mCompositeTask.SetExclusive(true); mCompositeTask.SetInputEnabled( false ); mCompositeTask.SetClearEnabled( true ); @@ -491,19 +491,19 @@ void BloomView::SetupProperties() // bloom threshold // set defaults, makes sure properties are registered with shader - mBloomExtractImageActor.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT ); - mBloomExtractImageActor.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) ); + mBloomExtractImageView.RegisterProperty( BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT ); + mBloomExtractImageView.RegisterProperty( RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME, 1.0f / (1.0f - BLOOM_THRESHOLD_DEFAULT) ); // Register a property that the user can control to change the bloom threshold mBloomThresholdPropertyIndex = self.RegisterProperty(BLOOM_THRESHOLD_PROPERTY_NAME, BLOOM_THRESHOLD_DEFAULT); - Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractImageActor.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME); - Constraint bloomThresholdConstraint = Constraint::New( mBloomExtractImageActor, shaderBloomThresholdPropertyIndex, EqualToConstraint()); + Property::Index shaderBloomThresholdPropertyIndex = mBloomExtractImageView.GetPropertyIndex(BLOOM_THRESHOLD_PROPERTY_NAME); + Constraint bloomThresholdConstraint = Constraint::New( mBloomExtractImageView, shaderBloomThresholdPropertyIndex, EqualToConstraint()); bloomThresholdConstraint.AddSource( Source(self, mBloomThresholdPropertyIndex) ); bloomThresholdConstraint.Apply(); // precalc 1.0 / (1.0 - threshold) on CPU to save shader insns, using constraint to tie to the normal threshold property - Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractImageActor.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME); - Constraint thresholdConstraint = Constraint::New( mBloomExtractImageActor, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint()); + Property::Index shaderRecipOneMinusBloomThresholdPropertyIndex = mBloomExtractImageView.GetPropertyIndex(RECIP_ONE_MINUS_BLOOM_THRESHOLD_PROPERTY_NAME); + Constraint thresholdConstraint = Constraint::New( mBloomExtractImageView, shaderRecipOneMinusBloomThresholdPropertyIndex, RecipOneMinusConstraint()); thresholdConstraint.AddSource( LocalSource(shaderBloomThresholdPropertyIndex) ); thresholdConstraint.Apply(); @@ -523,9 +523,9 @@ void BloomView::SetupProperties() // Register a property that the user can control to fade the bloom intensity via internally hidden shader mBloomIntensityPropertyIndex = self.RegisterProperty(BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT); - mCompositeImageActor.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT ); - Property::Index shaderBloomIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME); - Constraint bloomIntensityConstraint = Constraint::New( mCompositeImageActor, shaderBloomIntensityPropertyIndex, EqualToConstraint()); + mCompositeImageView.RegisterProperty( BLOOM_INTENSITY_PROPERTY_NAME, BLOOM_INTENSITY_DEFAULT ); + Property::Index shaderBloomIntensityPropertyIndex = mCompositeImageView.GetPropertyIndex(BLOOM_INTENSITY_PROPERTY_NAME); + Constraint bloomIntensityConstraint = Constraint::New( mCompositeImageView, shaderBloomIntensityPropertyIndex, EqualToConstraint()); bloomIntensityConstraint.AddSource( Source(self, mBloomIntensityPropertyIndex) ); bloomIntensityConstraint.Apply(); @@ -535,9 +535,9 @@ void BloomView::SetupProperties() // Register a property that the user can control to fade the bloom saturation via internally hidden shader mBloomSaturationPropertyIndex = self.RegisterProperty(BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT); - mCompositeImageActor.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT ); - Property::Index shaderBloomSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME); - Constraint bloomSaturationConstraint = Constraint::New( mCompositeImageActor, shaderBloomSaturationPropertyIndex, EqualToConstraint()); + mCompositeImageView.RegisterProperty( BLOOM_SATURATION_PROPERTY_NAME, BLOOM_SATURATION_DEFAULT ); + Property::Index shaderBloomSaturationPropertyIndex = mCompositeImageView.GetPropertyIndex(BLOOM_SATURATION_PROPERTY_NAME); + Constraint bloomSaturationConstraint = Constraint::New( mCompositeImageView, shaderBloomSaturationPropertyIndex, EqualToConstraint()); bloomSaturationConstraint.AddSource( Source(self, mBloomSaturationPropertyIndex) ); bloomSaturationConstraint.Apply(); @@ -547,9 +547,9 @@ void BloomView::SetupProperties() // Register a property that the user can control to fade the image intensity via internally hidden shader mImageIntensityPropertyIndex = self.RegisterProperty(IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT); - mCompositeImageActor.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT ); - Property::Index shaderImageIntensityPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME); - Constraint imageIntensityConstraint = Constraint::New( mCompositeImageActor, shaderImageIntensityPropertyIndex, EqualToConstraint()); + mCompositeImageView.RegisterProperty( IMAGE_INTENSITY_PROPERTY_NAME, IMAGE_INTENSITY_DEFAULT ); + Property::Index shaderImageIntensityPropertyIndex = mCompositeImageView.GetPropertyIndex(IMAGE_INTENSITY_PROPERTY_NAME); + Constraint imageIntensityConstraint = Constraint::New( mCompositeImageView, shaderImageIntensityPropertyIndex, EqualToConstraint()); imageIntensityConstraint.AddSource( Source(self, mImageIntensityPropertyIndex) ); imageIntensityConstraint.Apply(); @@ -559,9 +559,9 @@ void BloomView::SetupProperties() // Register a property that the user can control to fade the image saturation via internally hidden shader mImageSaturationPropertyIndex = self.RegisterProperty(IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT); - mCompositeImageActor.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT ); - Property::Index shaderImageSaturationPropertyIndex = mCompositeImageActor.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME); - Constraint imageSaturationConstraint = Constraint::New( mCompositeImageActor, shaderImageSaturationPropertyIndex, EqualToConstraint()); + mCompositeImageView.RegisterProperty( IMAGE_SATURATION_PROPERTY_NAME, IMAGE_SATURATION_DEFAULT ); + Property::Index shaderImageSaturationPropertyIndex = mCompositeImageView.GetPropertyIndex(IMAGE_SATURATION_PROPERTY_NAME); + Constraint imageSaturationConstraint = Constraint::New( mCompositeImageView, shaderImageSaturationPropertyIndex, EqualToConstraint()); imageSaturationConstraint.AddSource( Source(self, mImageSaturationPropertyIndex) ); imageSaturationConstraint.Apply(); } diff --git a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.h b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.h index 14e1d3c..3b44b51 100644 --- a/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.h +++ b/dali-toolkit/internal/controls/bloom-view/bloom-view-impl.h @@ -139,7 +139,7 @@ private: // for extracting bright parts of image to an offscreen target FrameBufferImage mBloomExtractTarget; // for rendering bright parts of image into separate texture, also used as target for gaussian blur RenderTask mBloomExtractTask; - Toolkit::ImageView mBloomExtractImageActor; + Toolkit::ImageView mBloomExtractImageView; ///////////////////////////////////////////////////////////// // for blurring extracted bloom @@ -149,12 +149,12 @@ private: // for compositing bloom and children renders to offscreen target RenderTask mCompositeTask; - Toolkit::ImageView mCompositeImageActor; + Toolkit::ImageView mCompositeImageView; ///////////////////////////////////////////////////////////// // for holding blurred result FrameBufferImage mOutputRenderTarget; - Toolkit::ImageView mTargetImageActor; + Toolkit::ImageView mTargetImageView; ///////////////////////////////////////////////////////////// // Properties for setting by user, e.g. by animations diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-actor.h b/dali-toolkit/internal/controls/bubble-effect/bubble-actor.h index 69d0026..213a425 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-actor.h +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-actor.h @@ -49,7 +49,7 @@ public: * Ideally use one group of uniform to control one bubble. * If the num of patches in the MeshActor is more than groups of uniforms, * the uniform values will be shared by multiple bubbles. Allow up to 9 times. - * @param[in] movementArea The size of the bubble moving area, usually the same size as the background image actor. + * @param[in] movementArea The size of the bubble moving area, usually the same size as the background. * @return A newly allocated object. */ BubbleActor( unsigned int numberOfBubble, @@ -131,7 +131,7 @@ private: Actor mActor; Renderer mRenderer; - Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background image actor. + Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background. //properties mapped as uniforms std::vector mIndicesOffset; ///< Indices of the properties mapping to uniform array 'uOffset' diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.h b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.h index ef94386..cbc1fc3 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.h +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.h @@ -161,7 +161,7 @@ private: TextureSet mTextureSet; ///< The texture set which controls the bubble display std::vector mBubbleActors; ///< The meshActor vector, its size is mNumShader. - Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background image actor. + Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background. Vector2 mBubbleSizeRange; ///< The size range of the bubbles; x component is the low bound, and y component is the up bound. Vector3 mHSVDelta; ///< The HSV difference used to adjust the background image color. diff --git a/dali-toolkit/internal/controls/effects-view/effects-view-impl.cpp b/dali-toolkit/internal/controls/effects-view/effects-view-impl.cpp index d0d019e..a11dfed 100644 --- a/dali-toolkit/internal/controls/effects-view/effects-view-impl.cpp +++ b/dali-toolkit/internal/controls/effects-view/effects-view-impl.cpp @@ -61,6 +61,8 @@ const float ARBITRARY_FIELD_OF_VIEW = Math::PI / 4.0f; const Vector4 EFFECTS_VIEW_DEFAULT_BACKGROUND_COLOR( 1.0f, 1.0f, 1.0f, 0.0 ); const bool EFFECTS_VIEW_REFRESH_ON_DEMAND(false); +#define DALI_COMPOSE_SHADER(STR) #STR + const char* EFFECTS_VIEW_VERTEX_SOURCE = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n varying mediump vec2 vTexCoord;\n diff --git a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp index 89851d4..e7e14eb 100644 --- a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp +++ b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp @@ -55,13 +55,13 @@ // 2 modes: // 1st mode, this control has a tree of actors (use Add() to add children) that are rendered and blurred. // mRenderChildrenTask renders children to FB mRenderTargetForRenderingChildren -// mHorizBlurTask renders mImageActorHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2 -// mVertBlurTask renders mImageActorVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1 -// mCompositeTask renders mImageActorComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren +// mHorizBlurTask renders mImageViewHorizBlur Actor showing FB mRenderTargetForRenderingChildren into FB mRenderTarget2 +// mVertBlurTask renders mImageViewVertBlur Actor showing FB mRenderTarget2 into FB mRenderTarget1 +// mCompositeTask renders mImageViewComposite Actor showing FB mRenderTarget1 into FB mRenderTargetForRenderingChildren // // 2nd mode, an image is blurred and rendered to a supplied target framebuffer -// mHorizBlurTask renders mImageActorHorizBlur Actor showing mUserInputImage into FB mRenderTarget2 -// mVertBlurTask renders mImageActorVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget +// mHorizBlurTask renders mImageViewHorizBlur Actor showing mUserInputImage into FB mRenderTarget2 +// mVertBlurTask renders mImageViewVertBlur Actor showing mRenderTarget2 into FB mUserOutputRenderTarget // // Only this 2nd mode handles ActivateOnce @@ -217,7 +217,7 @@ void GaussianBlurView::SetUserImageAndOutputRenderTarget(Image inputImage, Frame DALI_ASSERT_ALWAYS(mBlurUserImage); mUserInputImage = inputImage; - mImageActorHorizBlur.SetImage( mUserInputImage ); + mImageViewHorizBlur.SetImage( mUserInputImage ); mUserOutputRenderTarget = outputRenderTarget; } @@ -268,32 +268,32 @@ void GaussianBlurView::OnInitialize() ////////////////////////////////////////////////////// // Create actors - // Create an ImageActor for performing a horizontal blur on the texture - mImageActorHorizBlur = Toolkit::ImageView::New(); - mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER); - mImageActorHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); + // Create an image view for performing a horizontal blur on the texture + mImageViewHorizBlur = Toolkit::ImageView::New(); + mImageViewHorizBlur.SetParentOrigin(ParentOrigin::CENTER); + mImageViewHorizBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); - // Create an ImageActor for performing a vertical blur on the texture - mImageActorVertBlur = Toolkit::ImageView::New(); - mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER); - mImageActorVertBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); + // Create an image view for performing a vertical blur on the texture + mImageViewVertBlur = Toolkit::ImageView::New(); + mImageViewVertBlur.SetParentOrigin(ParentOrigin::CENTER); + mImageViewVertBlur.SetProperty( Toolkit::ImageView::Property::IMAGE, rendererMap ); // Register a property that the user can control to fade the blur in / out via the GaussianBlurView object Actor self = Self(); mBlurStrengthPropertyIndex = self.RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); - // Create an ImageActor for compositing the blur and the original child actors render + // Create an image view for compositing the blur and the original child actors render if(!mBlurUserImage) { - mImageActorComposite = Toolkit::ImageView::New(); - mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER); - mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value + mImageViewComposite = Toolkit::ImageView::New(); + mImageViewComposite.SetParentOrigin(ParentOrigin::CENTER); + mImageViewComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value - Constraint blurStrengthConstraint = Constraint::New( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint()); + Constraint blurStrengthConstraint = Constraint::New( mImageViewComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint()); blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) ); blurStrengthConstraint.Apply(); - // Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task + // Create an image view for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task mTargetActor = Toolkit::ImageView::New(); mTargetActor.SetParentOrigin(ParentOrigin::CENTER); @@ -306,7 +306,7 @@ void GaussianBlurView::OnInitialize() ////////////////////////////////////////////////////// // Connect to actor tree - mInternalRoot.Add( mImageActorComposite ); + mInternalRoot.Add( mImageViewComposite ); mInternalRoot.Add( mTargetActor ); mInternalRoot.Add( mRenderFullSizeCamera ); } @@ -323,8 +323,8 @@ void GaussianBlurView::OnInitialize() // Connect to actor tree Self().Add( mChildrenRoot ); Self().Add( mInternalRoot ); - mInternalRoot.Add( mImageActorHorizBlur ); - mInternalRoot.Add( mImageActorVertBlur ); + mInternalRoot.Add( mImageViewHorizBlur ); + mInternalRoot.Add( mImageViewVertBlur ); mInternalRoot.Add( mRenderDownsampledCamera ); } @@ -339,7 +339,7 @@ void GaussianBlurView::OnSizeSet(const Vector3& targetSize) if( !mBlurUserImage ) { - mImageActorComposite.SetSize(targetSize); + mImageViewComposite.SetSize(targetSize); mTargetActor.SetSize(targetSize); // Children render camera must move when GaussianBlurView object is resized. This is since we cannot change render target size - so we need to remap the child actors' rendering @@ -412,14 +412,14 @@ void GaussianBlurView::AllocateResources() // create offscreen buffer of new size to render our child actors to mRenderTargetForRenderingChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat ); - // Set ImageActor for performing a horizontal blur on the texture - mImageActorHorizBlur.SetImage( mRenderTargetForRenderingChildren ); + // Set image view for performing a horizontal blur on the texture + mImageViewHorizBlur.SetImage( mRenderTargetForRenderingChildren ); // Create offscreen buffer for vert blur pass mRenderTarget1 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); // use the completed blur in the first buffer and composite with the original child actors render - mImageActorComposite.SetImage( mRenderTarget1 ); + mImageViewComposite.SetImage( mRenderTarget1 ); // set up target actor for rendering result, i.e. the blurred image mTargetActor.SetImage(mRenderTargetForRenderingChildren); @@ -429,11 +429,11 @@ void GaussianBlurView::AllocateResources() mRenderTarget2 = FrameBufferImage::New( mDownsampledWidth, mDownsampledHeight, mPixelFormat ); // size needs to match render target - mImageActorHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight); + mImageViewHorizBlur.SetSize(mDownsampledWidth, mDownsampledHeight); // size needs to match render target - mImageActorVertBlur.SetImage( mRenderTarget2 ); - mImageActorVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight); + mImageViewVertBlur.SetImage( mRenderTarget2 ); + mImageViewVertBlur.SetSize(mDownsampledWidth, mDownsampledHeight); // set gaussian blur up for new sized render targets SetShaderConstants(); @@ -460,7 +460,7 @@ void GaussianBlurView::CreateRenderTasks() // perform a horizontal blur targeting the second buffer mHorizBlurTask = taskList.CreateTask(); - mHorizBlurTask.SetSourceActor( mImageActorHorizBlur ); + mHorizBlurTask.SetSourceActor( mImageViewHorizBlur ); mHorizBlurTask.SetExclusive(true); mHorizBlurTask.SetInputEnabled( false ); mHorizBlurTask.SetClearEnabled( true ); @@ -474,7 +474,7 @@ void GaussianBlurView::CreateRenderTasks() // use the second buffer and perform a horizontal blur targeting the first buffer mVertBlurTask = taskList.CreateTask(); - mVertBlurTask.SetSourceActor( mImageActorVertBlur ); + mVertBlurTask.SetSourceActor( mImageViewVertBlur ); mVertBlurTask.SetExclusive(true); mVertBlurTask.SetInputEnabled( false ); mVertBlurTask.SetClearEnabled( true ); @@ -498,7 +498,7 @@ void GaussianBlurView::CreateRenderTasks() if(!mBlurUserImage) { mCompositeTask = taskList.CreateTask(); - mCompositeTask.SetSourceActor( mImageActorComposite ); + mCompositeTask.SetSourceActor( mImageViewComposite ); mCompositeTask.SetExclusive(true); mCompositeTask.SetInputEnabled( false ); @@ -600,11 +600,11 @@ void GaussianBlurView::SetShaderConstants() Vector2 yAxis(0.0f, 1.0f); for (i = 0; i < mNumSamples; ++i ) { - mImageActorHorizBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis ); - mImageActorHorizBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); + mImageViewHorizBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * xAxis ); + mImageViewHorizBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); - mImageActorVertBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis ); - mImageActorVertBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); + mImageViewVertBlur.RegisterProperty( GetSampleOffsetsPropertyName( i ), uvOffsets[ i ] * yAxis ); + mImageViewVertBlur.RegisterProperty( GetSampleWeightsPropertyName( i ), weights[ i ] ); } delete[] uvOffsets; diff --git a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.h b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.h index 9b6d564..f3f46d9 100644 --- a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.h +++ b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.h @@ -166,15 +166,15 @@ private: FrameBufferImage mRenderTarget1; FrameBufferImage mRenderTarget2; - Toolkit::ImageView mImageActorHorizBlur; - Toolkit::ImageView mImageActorVertBlur; + Toolkit::ImageView mImageViewHorizBlur; + Toolkit::ImageView mImageViewVertBlur; RenderTask mHorizBlurTask; RenderTask mVertBlurTask; ///////////////////////////////////////////////////////////// // for compositing blur and children renders to offscreen target - Toolkit::ImageView mImageActorComposite; + Toolkit::ImageView mImageViewComposite; RenderTask mCompositeTask; ///////////////////////////////////////////////////////////// diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.h b/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.h index 1025d2d..35895d4 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.h +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-effect.h @@ -45,7 +45,7 @@ void PageTurnApplyInternalConstraint( Actor& actor, float pageHeight ); /** * @brief Create a new PageTurnEffect - * PageTurnEffect is a custom shader effect to achieve page turn effect for Image actors. + * PageTurnEffect is a custom shader to achieve page turn effect for image views. * * Usage example:- * @@ -53,9 +53,9 @@ void PageTurnApplyInternalConstraint( Actor& actor, float pageHeight ); * Property::Map pageTurnEffect = CreatePageTurnEffect(); * * // set image view custom shader to the page-turn one\n - * // for portrait view, one image actor for each page\n - * // for landscape view, the page turned over is still visible, so back image is needed \n - * // in this case, create another image Actor using the back image and added to the page actor \n + * // for portrait view, the image is rendered as the front side of page\n + * // for landscape view, the back side becomes visible when the page is turned over. \n + * // in this case, the left and right half of the image are renderer as the front and back side separately. \n * ImageView page = ImageView::New(....); \n * page.SetProperty ( ImageView::Property::IMAGE, pageTurnEffect ); \n * diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-landscape-view-impl.h b/dali-toolkit/internal/controls/page-turn-view/page-turn-landscape-view-impl.h index 6f29d67..6114f12 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-landscape-view-impl.h +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-landscape-view-impl.h @@ -44,7 +44,7 @@ protected: /** * Constructor. * It initializes the PageTurnPortraitView members - * @param[in] pageFactory The factory which provides image actors to PageTurnView as the page content. + * @param[in] pageFactory The factory which provides image to PageTurnView as the page content. * @param[in] pageSize The size of the page */ PageTurnLandscapeView( PageFactory& pageFactory, const Vector2& pageSize ); diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-portrait-view-impl.h b/dali-toolkit/internal/controls/page-turn-view/page-turn-portrait-view-impl.h index 6fb4c62..2d07779 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-portrait-view-impl.h +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-portrait-view-impl.h @@ -48,7 +48,7 @@ protected: /** * Constructor. * It initializes the PageTurnPortraitView members - * @param[in] pageFactory The factory which provides image actors to PageTurnView as the page content. + * @param[in] pageFactory The factory which provides image to PageTurnView as the page content. * @param[in] pageSize The size of the page */ PageTurnPortraitView( PageFactory& pageFactory, const Vector2& pageSize ); diff --git a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp index 9e2e7bb..f066e4d 100644 --- a/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp +++ b/dali-toolkit/internal/controls/page-turn-view/page-turn-view-impl.cpp @@ -32,9 +32,6 @@ #include #include -// headers needed for backward compatibility of PageFactory::NewPage(pageId) API -#include - using namespace Dali; namespace //Unnamed namespace diff --git a/dali-toolkit/internal/controls/text-controls/text-editor-impl.cpp b/dali-toolkit/internal/controls/text-controls/text-editor-impl.cpp index f4e79c4..2fbd6d0 100644 --- a/dali-toolkit/internal/controls/text-controls/text-editor-impl.cpp +++ b/dali-toolkit/internal/controls/text-controls/text-editor-impl.cpp @@ -1267,7 +1267,7 @@ void TextEditor::EnableClipping( bool clipping, const Vector2& size ) mClipper = Clipper::New( size ); self.Add( mClipper->GetRootActor() ); - self.Add( mClipper->GetImageActor() ); + self.Add( mClipper->GetImageView() ); } else if ( mClipper ) { @@ -1277,7 +1277,7 @@ void TextEditor::EnableClipping( bool clipping, const Vector2& size ) } else { - // Note - this will automatically remove the root & image actors + // Note - this will automatically remove the root actor & the image view mClipper.Reset(); } } diff --git a/dali-toolkit/internal/controls/text-controls/text-field-impl.cpp b/dali-toolkit/internal/controls/text-controls/text-field-impl.cpp index 8f1b434..b5f4858 100644 --- a/dali-toolkit/internal/controls/text-controls/text-field-impl.cpp +++ b/dali-toolkit/internal/controls/text-controls/text-field-impl.cpp @@ -1453,7 +1453,7 @@ void TextField::EnableClipping( bool clipping, const Vector2& size ) mClipper = Clipper::New( size ); self.Add( mClipper->GetRootActor() ); - self.Add( mClipper->GetImageActor() ); + self.Add( mClipper->GetImageView() ); } else if ( mClipper ) { @@ -1463,7 +1463,7 @@ void TextField::EnableClipping( bool clipping, const Vector2& size ) } else { - // Note - this will automatically remove the root & image actors + // Note - this will automatically remove the root actor & the image view mClipper.Reset(); } } diff --git a/dali-toolkit/internal/filters/blur-two-pass-filter.h b/dali-toolkit/internal/filters/blur-two-pass-filter.h index e130897..3e73a27 100644 --- a/dali-toolkit/internal/filters/blur-two-pass-filter.h +++ b/dali-toolkit/internal/filters/blur-two-pass-filter.h @@ -21,7 +21,6 @@ // EXTERNAL INCLUDES #include #include -#include // INTERNAL INCLUDES #include "image-filter.h" diff --git a/dali-toolkit/internal/text/clipping/text-clipper.cpp b/dali-toolkit/internal/text/clipping/text-clipper.cpp index f9cc430..2286a5b 100644 --- a/dali-toolkit/internal/text/clipping/text-clipper.cpp +++ b/dali-toolkit/internal/text/clipping/text-clipper.cpp @@ -56,9 +56,9 @@ Actor Clipper::GetRootActor() const return mOffscreenRootActor; } -Actor Clipper::GetImageActor() const +Actor Clipper::GetImageView() const { - return mImageActor; + return mImageView; } void Clipper::Refresh( const Vector2& size ) @@ -80,8 +80,8 @@ void Clipper::Refresh( const Vector2& size ) mOffscreenRootActor.SetSize( size ); - mImageActor.SetSize( offscreenSize ); - mImageActor.SetImage( frameBufferImage ); + mImageView.SetSize( offscreenSize ); + mImageView.SetImage( frameBufferImage ); mRenderTask.SetTargetFrameBuffer( frameBufferImage ); // Stores current sizPe to avoid create new Dali resources if text changes. @@ -96,7 +96,7 @@ void Clipper::Initialize( const Vector2& size ) const Size offscreenSize( std::min( MAX_OFFSCREEN_RENDERING_SIZE, size.width ), std::min( MAX_OFFSCREEN_RENDERING_SIZE, size.height ) ); - // Create a root actor and an image actor for offscreen rendering. + // Create a root actor and an image view for offscreen rendering. mOffscreenRootActor = Layer::New(); mOffscreenRootActor.SetColorMode( USE_OWN_COLOR ); mOffscreenRootActor.SetInheritPosition( false ); @@ -104,10 +104,10 @@ void Clipper::Initialize( const Vector2& size ) mOffscreenRootActor.SetDepthTestDisabled( true ); mOffscreenRootActor.SetSize( offscreenSize ); - mImageActor = ImageView::New(); - mImageActor.SetParentOrigin( ParentOrigin::CENTER ); - mImageActor.SetScale( Vector3( 1.0f, -1.0f, 1.0f ) ); - mImageActor.SetSize( offscreenSize ); + mImageView = ImageView::New(); + mImageView.SetParentOrigin( ParentOrigin::CENTER ); + mImageView.SetScale( Vector3( 1.0f, -1.0f, 1.0f ) ); + mImageView.SetSize( offscreenSize ); // Creates a new camera actor. mOffscreenCameraActor = CameraActor::New(); @@ -127,9 +127,9 @@ void Clipper::Initialize( const Vector2& size ) FrameBufferImage frameBufferImage = FrameBufferImage::New( offscreenSize.width, offscreenSize.height, Pixel::RGBA8888 ); - mImageActor.SetImage( frameBufferImage ); + mImageView.SetImage( frameBufferImage ); mRenderTask.SetTargetFrameBuffer( frameBufferImage ); - mImageActor.OnStageSignal().Connect(this, &Clipper::OnStageConnect); + mImageView.OnStageSignal().Connect(this, &Clipper::OnStageConnect); // Stores current size to avoid create new Dali resources if text changes. mCurrentOffscreenSize = offscreenSize; @@ -137,7 +137,7 @@ void Clipper::Initialize( const Vector2& size ) void Clipper::OnStageConnect( Dali::Actor actor ) { - Renderer renderer = mImageActor.GetRendererAt(0); + Renderer renderer = mImageView.GetRendererAt(0); renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_RGB, BlendFactor::ONE ); renderer.SetProperty( Renderer::Property::BLEND_FACTOR_DEST_RGB, BlendFactor::ONE_MINUS_SRC_ALPHA ); renderer.SetProperty( Renderer::Property::BLEND_FACTOR_SRC_ALPHA, BlendFactor::ONE ); @@ -153,7 +153,7 @@ Clipper::~Clipper() if( Stage::IsInstalled() ) { UnparentAndReset( mOffscreenRootActor ); - UnparentAndReset( mImageActor ); + UnparentAndReset( mImageView ); Stage::GetCurrent().GetRenderTaskList().RemoveTask( mRenderTask ); } diff --git a/dali-toolkit/internal/text/clipping/text-clipper.h b/dali-toolkit/internal/text/clipping/text-clipper.h index a05855c..5f5be4b 100644 --- a/dali-toolkit/internal/text/clipping/text-clipper.h +++ b/dali-toolkit/internal/text/clipping/text-clipper.h @@ -54,7 +54,7 @@ public: /** * @brief Children added to this actor will be clipped with the specified region. * - * @note This is done by rendering to a FrameBufferImage which must then be displayed; see also GetImageActor(). + * @note This is done by rendering to a FrameBufferImage which must then be displayed; see also GetImageView(). * @return The root actor. */ Actor GetRootActor() const; @@ -62,9 +62,9 @@ public: /** * @brief This actor will display the resulting FrameBufferImage. * - * @return The image actor. + * @return The image view. */ - Actor GetImageActor() const; + Actor GetImageView() const; /** * @brief Refresh the contents of the FrameBufferImage. @@ -109,7 +109,7 @@ private: // Data Layer mOffscreenRootActor; CameraActor mOffscreenCameraActor; - ImageView mImageActor; + ImageView mImageView; RenderTask mRenderTask; Vector2 mCurrentOffscreenSize; }; diff --git a/dali-toolkit/public-api/controls/buttons/button.cpp b/dali-toolkit/public-api/controls/buttons/button.cpp index 56cd667..450d432 100644 --- a/dali-toolkit/public-api/controls/buttons/button.cpp +++ b/dali-toolkit/public-api/controls/buttons/button.cpp @@ -200,16 +200,16 @@ void Button::SetLabel( Actor label ) void Button::SetButtonImage( Image image ) { - Actor imageActor = Toolkit::ImageView::New( image ); - imageActor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); - Dali::Toolkit::GetImplementation( *this ).SetButtonImage( imageActor ); + Actor imageView = Toolkit::ImageView::New( image ); + imageView.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + Dali::Toolkit::GetImplementation( *this ).SetButtonImage( imageView ); } void Button::SetSelectedImage( Image image ) { - Actor imageActor = Toolkit::ImageView::New( image ); - imageActor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); - Dali::Toolkit::GetImplementation( *this ).SetSelectedImage( imageActor ); + Actor imageView = Toolkit::ImageView::New( image ); + imageView.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + Dali::Toolkit::GetImplementation( *this ).SetSelectedImage( imageView ); } Actor Button::GetButtonImage() const diff --git a/dali-toolkit/public-api/controls/page-turn-view/page-factory.h b/dali-toolkit/public-api/controls/page-turn-view/page-factory.h index 16bfdca..2b7cd65 100644 --- a/dali-toolkit/public-api/controls/page-turn-view/page-factory.h +++ b/dali-toolkit/public-api/controls/page-turn-view/page-factory.h @@ -28,7 +28,7 @@ namespace Toolkit { /** - * @brief PageFactory is an abstract interface for providing image actors to PageTurnView + * @brief PageFactory is an abstract interface for providing images to PageTurnView * Each page is identified by a unique ID, and has a linear order from 0 to GetNumberOfPages()-1 * * @SINCE_1_1.4 diff --git a/plugins/dali-script-v8/src/module-loader/module-loader.cpp b/plugins/dali-script-v8/src/module-loader/module-loader.cpp index 9255574..de6cd01 100644 --- a/plugins/dali-script-v8/src/module-loader/module-loader.cpp +++ b/plugins/dali-script-v8/src/module-loader/module-loader.cpp @@ -193,7 +193,7 @@ bool ModuleLoader::ExecuteScriptFromFile( v8::Isolate* isolate, * * var ImageView = require(" ImageView.js"); * - * var imageView = new ImageView( position, orientation, image, "my first image actor"); + * var imageView = new ImageView( position, orientation, image, "my first image view"); * * #### Exporting as a singleton * diff --git a/plugins/dali-script-v8/src/stage/stage-api.h b/plugins/dali-script-v8/src/stage/stage-api.h index 8ace0e9..e304334 100644 --- a/plugins/dali-script-v8/src/stage/stage-api.h +++ b/plugins/dali-script-v8/src/stage/stage-api.h @@ -38,7 +38,7 @@ namespace StageApi Dali::Stage GetStage( v8::Isolate* isolate, const v8::FunctionCallbackInfo< v8::Value >& args ); /** - * StageApi API see image-actor.h for a description + * StageApi API see stage.h for a description */ void Add( const v8::FunctionCallbackInfo< v8::Value >& args ); void Remove( const v8::FunctionCallbackInfo< v8::Value >& args ); diff --git a/texture-atlas-exporter/dali-exporter/dali3d_exporter.cpp b/texture-atlas-exporter/dali-exporter/dali3d_exporter.cpp deleted file mode 100755 index 38aa8e8..0000000 --- a/texture-atlas-exporter/dali-exporter/dali3d_exporter.cpp +++ /dev/null @@ -1,131 +0,0 @@ -// Created with TexturePacker (http://www.codeandweb.com/texturepacker) -// DALi Exporter: nick.holland@partner.samsung.com -// -// {{smartUpdateKey}} - -// For your application cut and paste either: -// -// 1. Lookup table. -// 2. Constants. -// 3. JavaScript property map for using with DALi JS. - -// Note: If you use one option, then delete code for the other two - - - - -// -// 1. ------ lookup table method ------ -// -// Handy if you want to get image with a postfix, e.g. image_1, image_2, image_3 -// Or if some of the image names contain special characters which are not allowed -// in constant definitions ( e.g. spaces and full stops). - - -const char* ATLAS_FILE_NAME( "{{texture.fullName}}" ); ///< Atlas image filename - - -/** - * Structure to hold image name and position within the atlas. - * - */ -struct ImageInfo -{ - const char* name; - unsigned int x,y,w,h; - Dali::BlendingMode::Type blendMode; // only enable blending if image has alpha -}; - -/** - * lookup table - */ -const ImageInfo ImageAtlas[]= -{ -{% for sprite in allSprites %} { "{{sprite.trimmedName}}", {{sprite.frameRect.x}}, {{sprite.frameRect.y}}, {{sprite.frameRect.width}}, {{sprite.frameRect.height}}, {%if sprite.isSolid %}BlendingMode::OFF{% else%}BlendingMode::ON{% endif %} }{% if not forloop.last %},{% endif %} -{% endfor %} -}; - -const unsigned int ATLAS_IMAGE_COUNT = sizeof(ImageAtlas)/sizeof(ImageAtlas[0]); - -// Example function on how to get an image info from the table -// -// std::string fileName = std::string( DALI_IMAGE_DIR ) + ATLAS_FILE_NAME; -// Image imageAtlas = Image::New( fileName ); -// -// -// const ImageInfo* info = GetImageInfo("left_icon"); -// -// if( info) -// { -// ImageActor myActor = ImageActor::New( imageAtlas, ImageActor::PixelArea( info->x, info->y, info->w, info->h) ); -// myActor->SetBlendMode( info->blendMode ); -// -// - -const ImageInfo* GetImageInfo(const char* name) -{ - typedef std::map< const char*, const ImageInfo* > LookupMap; - static LookupMap lookup; - if( lookup.empty() ) - { - for( unsigned int i = 0; i < ATLAS_IMAGE_COUNT; ++i) - { - lookup[ ImageAtlas[i].name ] = &ImageAtlas[i]; - } - } - LookupMap::const_iterator iter = lookup.find(name); - if( iter != lookup.end() ) - { - return (*iter).second; - } - DALI_ASSERT_ALWAYS(0 && "image name not found in atlas"); - return NULL; -} - -// -// -// 2. ------ constants code ------ -// -// - -const char* ATLAS_FILE_NAME( "{{texture.fullName}}" ); - -/** - * Structure to hold position / blend mode within the atlas. - * - */ -struct ImageInfo -{ - ImageInfo(unsigned int x,unsigned int y,unsigned int w,unsigned int h, Dali::BlendingMode::Type mode) - :pixelArea(x,y,w,h),blendMode(mode) - {} - ImageActor::PixelArea pixelArea; - Dali::BlendingMode::Type blendMode; // only enable blending if image had alpha -}; - -{% for sprite in allSprites %}const ImageInfo {{ sprite.trimmedName|upper}}( {{sprite.frameRect.x}}, {{sprite.frameRect.y}}, {{sprite.frameRect.width}}, {{sprite.frameRect.height}} ,{%if sprite.isSolid %}BlendingMode::OFF{% else%}BlendingMode::ON{% endif %} ); -{% endfor %} - - -// Example on using the Atlas, please delete this code. -void LoadAtlasImages() -{ - std::string fileName = std::string(DALI_IMAGE_DIR) + ATLAS_FILE_NAME; - Image atlasImage = Image::New( fileName ); - {% for sprite in allSprites %}ImageActor {{sprite.trimmedName|capfirst}} = ImageActor::New( atlasImage, {{sprite.trimmedName|upper}}.pixelArea); - {{sprite.trimmedName|capfirst}}.SetBlendMode( {{sprite.trimmedName|upper}}.blendMode ); - - {% endfor %} -} - -// -// -// 3. ------ JavaScript key/value lookup table ------ -// -// -// - -ATLAS_IMAGE_LIST : [ -{% for sprite in allSprites %} { name: "{{sprite.trimmedName}}", x: {{sprite.frameRect.x}}, y:{{sprite.frameRect.y}}, w:{{sprite.frameRect.width}}, h:{{sprite.frameRect.height}}, blendMode:{%if sprite.isSolid %}dali.BLENDING_OFF{% else%}dali.BLENDING_ON{% endif %} }{% if not forloop.last %},{% endif %} -{% endfor %} -] diff --git a/texture-atlas-exporter/dali-exporter/exporter.xml b/texture-atlas-exporter/dali-exporter/exporter.xml deleted file mode 100755 index bb9cbcd..0000000 --- a/texture-atlas-exporter/dali-exporter/exporter.xml +++ /dev/null @@ -1,45 +0,0 @@ - - - dali_exporter - - - DALi 3D - - - DALi 3D exporter for TexturePacker - - - 1.0 - - - - - - maintext - - - .cpp file - - - cpp - - - - - - - - no - - - no - - - yes - - - yes - - - yes - \ No newline at end of file