#define DALI_VECTOR_ANIMATION_RENDERER_H
/*
- * Copyright (c) 2022 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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.
*/
// EXTERNAL INCLUDES
+#include <dali/public-api/common/dali-vector.h>
#include <dali/public-api/object/base-handle.h>
#include <dali/public-api/rendering/renderer.h>
TRANSFORM_POSITION, ///< Transform position of the Layer and Group object, Type Property::VECTOR2
TRANSFORM_SCALE, ///< Transform scale of the Layer and Group object, Type Property::VECTOR2 [0..100]
TRANSFORM_ROTATION, ///< Transform rotation of the Layer and Group object, Type Property::FLOAT [0..360] in degrees
- TRANSFORM_OPACITY ///< Transform opacity of the Layer and Group object, Type Property::FLOAT
+ TRANSFORM_OPACITY, ///< Transform opacity of the Layer and Group object, Type Property::FLOAT
+ TRIM_START, ///< Trim Start property of Shape object , value type is float [ 0 .. 100] */
+ TRIM_END ///< Trim End property of Shape object , value type Property::VECTOR2 [0..100] */
};
/// @brief UploadCompleted signal type.
bool Load(const std::string& url);
/**
+ * @brief Loads the animation file by buffer.
+ *
+ * @param[in] data The raw buffer of the vector animation file
+ * @return True if loading success, false otherwise.
+ */
+ bool Load(const Dali::Vector<uint8_t>& data);
+
+ /**
* @brief Sets the renderer used to display the result image.
*
* @param[in] renderer The renderer used to display the result image
bool Render(uint32_t frameNumber);
/**
+ * @brief Notify the Renderer that rendering is stopped.
+ */
+ void RenderStopped();
+
+ /**
* @brief Gets the total number of frames of the file
*
* @return The total number of frames
bool GetMarkerInfo(const std::string& marker, uint32_t& startFrame, uint32_t& endFrame) const;
/**
+ * @brief Gets the all composition marker informations.
+ *
+ * @param[out] map The marker information
+ */
+ void GetMarkerInfo(Property::Map& map) const;
+
+ /**
* @brief Invalidates the rendered buffer.
* @note The upload completed signal will be emitted again.
*/
*/
void AddPropertyValueCallback(const std::string& keyPath, VectorProperty property, CallbackBase* callback, int32_t id);
+ /**
+ * @brief Keep the rasterized buffer to use the frame cache.
+ *
+ * By default, only as much as needed is kept in the rasterized buffer and not kept after use.
+ * tis API is efficient in terms of memory, but has the disadvantage of having to load the necessary buffer each time.
+ * therefore, if there are cases in which you want to improve the performance even if the app sacrifices a lot of memory, this API is useful.
+ */
+ void KeepRasterizedBuffer();
+
public: // Signals
/**
* @brief Connect to this signal to be notified when the texture upload is completed.