From b1af00ad6310ab2ff4d64eecb4ec6f9896a6f13f Mon Sep 17 00:00:00 2001 From: Ferran Sole Date: Fri, 26 Jun 2015 12:03:42 +0100 Subject: [PATCH] Change control background to use ImageActor Change-Id: I05db139b14c14ed85cb3550332460abe9d826610 --- dali-toolkit/public-api/controls/control-impl.cpp | 241 +++++++++++----------- 1 file changed, 117 insertions(+), 124 deletions(-) diff --git a/dali-toolkit/public-api/controls/control-impl.cpp b/dali-toolkit/public-api/controls/control-impl.cpp index 88b588d..a082b01 100644 --- a/dali-toolkit/public-api/controls/control-impl.cpp +++ b/dali-toolkit/public-api/controls/control-impl.cpp @@ -189,18 +189,6 @@ Vector2 gQuad[] = { Vector2( 0.5f, 0.5f ) }; -struct VertexWithTexture -{ - Vector2 position; - Vector2 texCoord; -}; - -VertexWithTexture gQuadWithTexture[] = { - { Vector2( -0.5f, -0.5f ), Vector2( 0.0f, 0.0f ) }, - { Vector2( 0.5f, -0.5f ), Vector2( 1.0f, 0.0f ) }, - { Vector2( -0.5f, 0.5f ), Vector2( 0.0f, 1.0f ) }, - { Vector2( 0.5f, 0.5f ), Vector2( 1.0f, 1.0f ) } -}; const char* VERTEX_SHADER_COLOR = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n @@ -220,29 +208,6 @@ const char* FRAGMENT_SHADER_COLOR = DALI_COMPOSE_SHADER( }\n ); -const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER( - attribute mediump vec2 aPosition;\n - attribute mediump vec2 aTexCoord;\n - uniform mediump mat4 uMvpMatrix;\n - varying mediump vec2 vTexCoord;\n - void main()\n - {\n - gl_Position = uMvpMatrix * vec4( aPosition, 0.0, 1.0 );\n - vTexCoord = aTexCoord;\n - }\n -); - -const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( - uniform lowp vec4 uBackgroundColor;\n - uniform lowp vec4 uColor;\n - uniform sampler2D sTexture;\n - varying mediump vec2 vTexCoord;\n - - void main()\n - {\n - gl_FragColor = texture2D( sTexture, vTexCoord ) * uBackgroundColor * uColor;\n - }\n -); /** * @brief Create the background actor for the control. @@ -256,26 +221,12 @@ const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( */ Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image() ) { - PropertyBuffer vertexBuffer; - Shader shader; - Material material; - if( image ) + if( !image ) { - Property::Map vertexFormat; - vertexFormat["aPosition"] = Property::VECTOR2; - vertexFormat["aTexCoord"] = Property::VECTOR2; + PropertyBuffer vertexBuffer; + Shader shader; + Material material; - //Create a vertex buffer for vertex positions and texture coordinates - vertexBuffer = PropertyBuffer::New( vertexFormat, 4u ); - vertexBuffer.SetData( gQuadWithTexture ); - - shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); - Sampler textureSampler = Sampler::New( image, "sTexture" ); - material = Material::New( shader ); - material.AddSampler(textureSampler); - } - else - { Property::Map vertexFormat; vertexFormat["aPosition"] = Property::VECTOR2; @@ -285,41 +236,52 @@ Actor CreateBackground( Actor parent, const Vector4& color, Image image = Image( shader = Shader::New( VERTEX_SHADER_COLOR, FRAGMENT_SHADER_COLOR ); material = Material::New( shader ); - } - - //Create the index buffer - Property::Map indexFormat; - indexFormat["indices"] = Property::UNSIGNED_INTEGER; - PropertyBuffer indexBuffer = PropertyBuffer::New( indexFormat, 6u ); - indexBuffer.SetData(gQuadIndex); - - //Create the geometry - Geometry mesh = Geometry::New(); - mesh.AddVertexBuffer( vertexBuffer ); - mesh.SetIndexBuffer( indexBuffer ); - //Add uniforms to the shader - shader.RegisterProperty( "uBackgroundColor", color ); - - //Create the renderer - Renderer renderer = Renderer::New( mesh, material ); - renderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); - - //Create the actor - Actor meshActor = Actor::New(); - meshActor.SetSize( Vector3::ONE ); - meshActor.AddRenderer( renderer ); - meshActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); - meshActor.SetColorMode( USE_PARENT_COLOR ); + //Create the index buffer + Property::Map indexFormat; + indexFormat["indices"] = Property::UNSIGNED_INTEGER; + PropertyBuffer indexBuffer = PropertyBuffer::New( indexFormat, 6u ); + indexBuffer.SetData(gQuadIndex); + + //Create the geometry + Geometry mesh = Geometry::New(); + mesh.AddVertexBuffer( vertexBuffer ); + mesh.SetIndexBuffer( indexBuffer ); + + //Add uniforms to the shader + shader.RegisterProperty( "uBackgroundColor", color ); + + //Create the renderer + Renderer renderer = Renderer::New( mesh, material ); + renderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX ); + + //Create the actor + Actor meshActor = Actor::New(); + meshActor.SetSize( Vector3::ONE ); + meshActor.AddRenderer( renderer ); + meshActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); + meshActor.SetColorMode( USE_PARENT_COLOR ); + + //Constraint scale of the mesh actor to the size of the control + Constraint constraint = Constraint::New( meshActor, + Actor::Property::SCALE, + EqualToConstraint() ); + constraint.AddSource( ParentSource( Actor::Property::SIZE ) ); + constraint.Apply(); + + return meshActor; + } + else + { + ImageActor imageActor = ImageActor::New( image ); + imageActor.SetColor( color ); + imageActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); + imageActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR ); + imageActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); - //Constraint scale of the mesh actor to the size of the control - Constraint constraint = Constraint::New( meshActor, - Actor::Property::SCALE, - EqualToConstraint() ); - constraint.AddSource( ParentSource( Actor::Property::SIZE ) ); - constraint.Apply(); + return imageActor; + } - return meshActor; } } // unnamed namespace @@ -489,12 +451,24 @@ public: Property::Map map; Background* back = controlImpl.mImpl->mBackground; - if ( back && back->actor && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0) + if ( back && back->actor ) { - Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage(); - if ( image ) + if( back->actor.GetRendererCount() > 0 && back->actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() > 0 ) { - Scripting::CreatePropertyMap( image, map ); + Image image = back->actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0).GetImage(); + if ( image ) + { + Scripting::CreatePropertyMap( image, map ); + } + } + else + { + ImageActor imageActor = ImageActor::DownCast( back->actor ); + if ( imageActor ) + { + Image image = imageActor.GetImage(); + Scripting::CreatePropertyMap( image, map ); + } } } @@ -590,8 +564,15 @@ void Control::SetBackgroundColor( const Vector4& color ) if ( background.actor ) { - Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader(); - shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color ); + if( background.actor.GetRendererCount() > 0 ) + { + Shader shader = background.actor.GetRendererAt(0).GetMaterial().GetShader(); + shader.SetProperty( shader.GetPropertyIndex("uBackgroundColor"), color ); + } + else + { + background.actor.SetColor( color ); + } } else { @@ -619,31 +600,24 @@ Vector4 Control::GetBackgroundColor() const void Control::SetBackgroundImage( Image image ) { Background& background( mImpl->GetBackground() ); - if( !background.actor || background.actor.GetRendererAt(0).GetMaterial().GetNumberOfSamplers() == 0) - { - // Remove current actor as it has not texture coordinates - if( background.actor ) - { - mImpl->mAddRemoveBackgroundChild = true; - Self().Remove( background.actor ); - mImpl->mAddRemoveBackgroundChild = false; - background.actor.Reset(); - } - //Create a new actor with texture coordinates - Actor actor = CreateBackground(Self(), background.color, image); - mImpl->mAddRemoveBackgroundChild = true; - // use insert to guarantee its the first child (so that OVERLAY mode works) - Self().Insert( 0, actor ); - mImpl->mAddRemoveBackgroundChild = false; - background.actor = actor; - } - else - { - //Change sampler image - Sampler sampler = background.actor.GetRendererAt(0).GetMaterial().GetSamplerAt(0); - sampler.SetImage(image); - } + if ( background.actor ) + { + // Remove Current actor, unset AFTER removal + mImpl->mAddRemoveBackgroundChild = true; + Self().Remove( background.actor ); + mImpl->mAddRemoveBackgroundChild = false; + background.actor.Reset(); + } + + Actor actor = CreateBackground(Self(), background.color, image); + + // Set the background actor before adding so that we do not inform derived classes + background.actor = actor; + mImpl->mAddRemoveBackgroundChild = true; + // use insert to guarantee its the first child (so that OVERLAY mode works) + Self().Insert( 0, actor ); + mImpl->mAddRemoveBackgroundChild = false; } void Control::ClearBackground() @@ -973,10 +947,22 @@ void Control::OnStageConnection( unsigned int depth ) if( mImpl->mBackground ) { - Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); - if(backgroundRenderer) + if(mImpl->mBackground->actor.GetRendererCount() > 0 ) + { + Renderer backgroundRenderer = mImpl->mBackground->actor.GetRendererAt( 0 ); + if(backgroundRenderer) + { + backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); + } + } + else { - backgroundRenderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX+depth ); + + ImageActor imageActor = ImageActor::DownCast( mImpl->mBackground->actor ); + if ( imageActor ) + { + imageActor.SetSortModifier( BACKGROUND_DEPTH_INDEX+depth ); + } } } } @@ -1067,16 +1053,23 @@ Vector3 Control::GetNaturalSize() Vector3 naturalSize = Vector3::ZERO; if( mImpl->mBackground ) { - Material backgroundMaterial = mImpl->mBackground->actor.GetRendererAt(0).GetMaterial(); - if( backgroundMaterial.GetNumberOfSamplers() > 0 ) + if( mImpl->mBackground->actor.GetRendererCount() > 0 ) { - Image backgroundImage = backgroundMaterial.GetSamplerAt(0).GetImage(); - if( backgroundImage ) + Material backgroundMaterial = mImpl->mBackground->actor.GetRendererAt(0).GetMaterial(); + if( backgroundMaterial.GetNumberOfSamplers() > 0 ) { - naturalSize.x = backgroundImage.GetWidth(); - naturalSize.y = backgroundImage.GetHeight(); + Image backgroundImage = backgroundMaterial.GetSamplerAt(0).GetImage(); + if( backgroundImage ) + { + naturalSize.x = backgroundImage.GetWidth(); + naturalSize.y = backgroundImage.GetHeight(); + } } } + else + { + return mImpl->mBackground->actor.GetNaturalSize(); + } } return naturalSize; -- 2.7.4