#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
// EXTERNAL INCLUDES
-#include <dali/devel-api/adaptor-framework/file-loader.h>
#include <dali/devel-api/common/stage.h>
#include <dali/integration-api/debug.h>
SvgVisualPtr SvgVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties)
{
SvgVisualPtr svgVisual(new SvgVisual(factoryCache, shaderFactory, imageUrl));
- svgVisual->Load();
svgVisual->SetProperties(properties);
svgVisual->Initialize();
return svgVisual;
SvgVisualPtr SvgVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl)
{
SvgVisualPtr svgVisual(new SvgVisual(factoryCache, shaderFactory, imageUrl));
- svgVisual->Load();
svgVisual->Initialize();
return svgVisual;
}
mDefaultWidth(0),
mDefaultHeight(0),
mPlacementActor(),
- mVisualSize(Vector2::ZERO),
+ mRasterizedSize(Vector2::ZERO),
mLoadFailed(false),
mAttemptAtlasing(false)
{
}
else
{
- // SVG visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
- ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+ if(mImpl->mEventObserver)
+ {
+ // SVG visual needs it's size set before it can be rasterized hence request relayout once on stage
+ mImpl->mEventObserver->RelayoutRequest(*this);
+ }
}
}
mPlacementActor.Reset();
// Reset the visual size to zero so that when adding the actor back to stage the SVG rasterization is forced
- mVisualSize = Vector2::ZERO;
+ mRasterizedSize = Vector2::ZERO;
}
void SvgVisual::GetNaturalSize(Vector2& naturalSize)
{
- naturalSize.x = mDefaultWidth;
- naturalSize.y = mDefaultHeight;
+ if(mLoadFailed && mImpl->mRenderer)
+ {
+ // Load failed, use broken image size
+ auto textureSet = mImpl->mRenderer.GetTextures();
+ if(textureSet && textureSet.GetTextureCount())
+ {
+ auto texture = textureSet.GetTexture(0);
+ if(texture)
+ {
+ naturalSize.x = texture.GetWidth();
+ naturalSize.y = texture.GetHeight();
+ return;
+ }
+ }
+ }
+ else
+ {
+ naturalSize.x = mDefaultWidth;
+ naturalSize.y = mDefaultHeight;
+ }
}
void SvgVisual::DoCreatePropertyMap(Property::Map& map) const
}
}
-void SvgVisual::Load()
-{
- // load remote resource on svg rasterize thread.
- if(mImageUrl.IsLocalResource())
- {
- Dali::Vector<uint8_t> buffer;
- if(Dali::FileLoader::ReadFile(mImageUrl.GetUrl(), buffer))
- {
- buffer.PushBack('\0');
-
- Vector2 dpi = Stage::GetCurrent().GetDpi();
- float meanDpi = (dpi.height + dpi.width) * 0.5f;
- if(!mVectorRenderer.Load(buffer, meanDpi))
- {
- mLoadFailed = true;
- DALI_LOG_ERROR("SvgVisual::Load: Failed to load file! [%s]\n", mImageUrl.GetUrl().c_str());
- return;
- }
- mVectorRenderer.GetDefaultSize(mDefaultWidth, mDefaultHeight);
- }
- else
- {
- mLoadFailed = true;
- DALI_LOG_ERROR("SvgVisual::Load: Failed to read file! [%s]\n", mImageUrl.GetUrl().c_str());
- }
- }
-}
-
void SvgVisual::AddRasterizationTask(const Vector2& size)
{
if(mImpl->mRenderer)
float meanDpi = (dpi.height + dpi.width) * 0.5f;
RasterizingTaskPtr newTask = new RasterizingTask(this, mVectorRenderer, mImageUrl, meanDpi, width, height);
+
if(IsSynchronousLoadingRequired() && mImageUrl.IsLocalResource())
{
newTask->Load();
newTask->Rasterize();
- ApplyRasterizedImage(newTask->GetVectorRenderer(), newTask->GetPixelData(), newTask->IsLoaded());
+ ApplyRasterizedImage(newTask->GetPixelData(), newTask->IsLoaded());
}
else
{
}
}
-void SvgVisual::ApplyRasterizedImage(VectorImageRenderer vectorRenderer, PixelData rasterizedPixelData, bool isLoaded)
+void SvgVisual::ApplyRasterizedImage(PixelData rasterizedPixelData, bool isLoaded)
{
if(isLoaded && rasterizedPixelData && IsOnScene())
{
+ if(mDefaultWidth == 0 || mDefaultHeight == 0)
+ {
+ mVectorRenderer.GetDefaultSize(mDefaultWidth, mDefaultHeight);
+ }
+
+ mRasterizedSize.x = static_cast<float>(rasterizedPixelData.GetWidth());
+ mRasterizedSize.y = static_cast<float>(rasterizedPixelData.GetHeight());
+
TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
if(mImpl->mFlags & Impl::IS_ATLASING_APPLIED)
{
}
else if(!isLoaded || !rasterizedPixelData)
{
+ mLoadFailed = true;
+
Actor actor = mPlacementActor.GetHandle();
if(actor)
{
if(IsOnScene() && !mLoadFailed)
{
- if(visualSize != mVisualSize)
+ if(visualSize != mRasterizedSize || mDefaultWidth == 0 || mDefaultHeight == 0)
{
+ mRasterizedSize = visualSize;
AddRasterizationTask(visualSize);
- mVisualSize = visualSize;
}
}