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Introduce new visual transform property : EXTRA_SIZE
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
animated-image
/
fixed-image-cache.h
diff --git
a/dali-toolkit/internal/visuals/animated-image/fixed-image-cache.h
b/dali-toolkit/internal/visuals/animated-image/fixed-image-cache.h
index
4c59447
..
d884e28
100644
(file)
--- a/
dali-toolkit/internal/visuals/animated-image/fixed-image-cache.h
+++ b/
dali-toolkit/internal/visuals/animated-image/fixed-image-cache.h
@@
-2,7
+2,7
@@
#define DALI_TOOLKIT_INTERNAL_FIXED_IMAGE_CACHE_H
/*
#define DALI_TOOLKIT_INTERNAL_FIXED_IMAGE_CACHE_H
/*
- * Copyright (c) 20
17
Samsung Electronics Co., Ltd.
+ * Copyright (c) 20
20
Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@
-28,7
+28,7
@@
namespace Toolkit
namespace Internal
{
namespace Internal
{
-class FixedImageCache : public ImageCache
+class FixedImageCache : public ImageCache
, public TextureUploadObserver
{
public:
/**
{
public:
/**
@@
-49,17
+49,23
@@
public:
virtual ~FixedImageCache();
/**
virtual ~FixedImageCache();
/**
+ * Get the Nth frame. If it's not ready, this will trigger the
+ * sending of FrameReady() when the image becomes ready.
+ */
+ TextureSet Frame( uint32_t frameIndex ) override;
+
+ /**
* Get the first frame. If it's not ready, this will trigger the
* sending of FrameReady() when the image becomes ready.
*/
* Get the first frame. If it's not ready, this will trigger the
* sending of FrameReady() when the image becomes ready.
*/
-
virtual TextureSet FirstFrame()
;
+
TextureSet FirstFrame() override
;
/**
* Get the next frame. If it's not ready, this will trigger the
* sending of FrameReady() when the image becomes ready.
* This will trigger the loading of the next batch.
*/
/**
* Get the next frame. If it's not ready, this will trigger the
* sending of FrameReady() when the image becomes ready.
* This will trigger the loading of the next batch.
*/
-
virtual TextureSet NextFrame()
;
+
TextureSet NextFrame() override
;
private:
/**
private:
/**
@@
-90,14
+96,22
@@
private:
void CheckFrontFrame( bool wasReady );
protected:
void CheckFrontFrame( bool wasReady );
protected:
- v
irtual v
oid UploadComplete(
+ void UploadComplete(
bool loadSuccess,
int32_t textureId,
TextureSet textureSet,
bool useAtlasing,
bool loadSuccess,
int32_t textureId,
TextureSet textureSet,
bool useAtlasing,
- const Vector4& atlasRect );
+ const Vector4& atlasRect,
+ bool premultiplied ) override;
-protected:
+ void LoadComplete(
+ bool loadSuccess,
+ Devel::PixelBuffer pixelBuffer,
+ const VisualUrl& url,
+ bool preMultiplied ) override;
+
+private:
+ std::vector<UrlStore>& mImageUrls;
std::vector<bool> mReadyFlags;
unsigned int mFront;
};
std::vector<bool> mReadyFlags;
unsigned int mFront;
};