#define DALI_TOOLKIT_DEVEL_API_VISUALS_IMAGE_VISUAL_PROPERTIES_DEVEL_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
namespace DevelImageVisual
{
-
-/**
- * @brief The policy determining when a image is deleted from the cache in relation to the ImageVisual lifetime.
- * @note If the texture is being shared by another visual it persist if still required.
- */
-namespace ReleasePolicy
-{
-
-/**
- * @brief The available named elements that define the ReleasePolicy.
- */
-enum Type
-{
- DETACHED = 0, ///< Image deleted from cache when ImageVisual detached from stage.
- DESTROYED, ///< Image deleted from cache when ImageVisual destroyed.
- NEVER ///< Image is never deleted, will survive the lifetime of the application.
-};
-
-} // namespace ReleasePolicy;
-
namespace Property
{
FRAME_DELAY = Dali::Toolkit::ImageVisual::Property::FRAME_DELAY,
MASK_CONTENT_SCALE = Dali::Toolkit::ImageVisual::Property::MASK_CONTENT_SCALE,
CROP_TO_MASK = Dali::Toolkit::ImageVisual::Property::CROP_TO_MASK,
+ LOAD_POLICY = Dali::Toolkit::ImageVisual::Property::LOAD_POLICY,
+ RELEASE_POLICY = Dali::Toolkit::ImageVisual::Property::RELEASE_POLICY,
+ ORIENTATION_CORRECTION = Dali::Toolkit::ImageVisual::Property::ORIENTATION_CORRECTION,
+
+ /**
+ * @brief Overlays the auxiliary image on top of an NPatch image.
+ *
+ * The resulting visual image will be at least as large as the
+ * smallest possible n-patch or the auxiliary image, whichever is
+ * larger.
+ *
+ * @details Name "auxiliaryImage", Type Property::STRING, URL of the image.
+ * @note Default true
+ */
+ AUXILIARY_IMAGE = ORIENTATION_CORRECTION + 1,
+
+ /**
+ * @brief An alpha value for mixing between the masked main NPatch image and the auxiliary image
+ * @details Name "auxiliaryImageAlpha", Type Property::FLOAT, between 0 and 1
+ * @note Default 0
+ */
+ AUXILIARY_IMAGE_ALPHA = ORIENTATION_CORRECTION + 2,
+
+ /**
+ * @brief The number of times the AnimatedImageVisual or AnimatedVectorImageVisual will be looped.
+ * @details Name "loopCount", type Property::INTEGER.
+ * @note For Animated images only. Default -1. if < 0, loop unlimited. else, loop loopCount times.
+ */
+ LOOP_COUNT = ORIENTATION_CORRECTION + 3,
+
+ /**
+ * @brief The playing range the AnimatedVectorImageVisual will use.
+ *
+ * Animation will play between the values specified. The array can have two integer values.
+ * Or it can have one or two strings, which are markers. More will be ignored.
+ * Both values should be between 0 and the total frame number, otherwise they will be ignored.
+ * If the range provided is not in proper order ( minimum, maximum ), it will be reordered.
+ *
+ * A marker has its start frame and end frame.
+ * Animation will play between the start frame and the end frame of the marker if one marker is specified.
+ * Or animation will play between the start frame of the first marker and the end frame of the second marker if two markers are specified.
+ *
+ * @details Name "playRange", Type Property::ARRAY of Property::INTEGER or Property::ARRAY of Property::STRING.
+ * @note Default 0 and the total frame number.
+ */
+ PLAY_RANGE = ORIENTATION_CORRECTION + 4,
+
+ /**
+ * @brief The playing state the AnimatedVectorImageVisual will use.
+ * @details Name "playState", Type PlayState::Type (Property::INTEGER)
+ * @note This property is read-only.
+ */
+ PLAY_STATE = ORIENTATION_CORRECTION + 5,
+
+ /**
+ * @brief The current frame number the AnimatedVectorImageVisual will use.
+ * @details Name "currentFrameNumber", Type Property::INTEGER, between [0, the maximum frame number] or between the play range if specified
+ * @note This property is read-only.
+ */
+ CURRENT_FRAME_NUMBER = ORIENTATION_CORRECTION + 6,
+
+ /**
+ * @brief The total frame number the AnimatedVectorImageVisual will use.
+ * @details Name "totalFrameNumber", Type Property::INTEGER.
+ * @note This property is read-only.
+ */
+ TOTAL_FRAME_NUMBER = ORIENTATION_CORRECTION + 7,
/**
- * @brief The policy to determine when an image should no longer be cached.
- * @details Name "releasePolicy", Type ReleasePolicy::Type (Property::INTEGER) or Property::STRING
- * @note Default ReleasePolicy::DESTROYED
- * @see ReleasePolicy::Type
+ * @brief The stop behavior the AnimatedVectorImageVisual will use.
+ * @details Name "stopBehavior", Type StopBehavior::Type (Property::INTEGER)
+ * @note Default value is StopBehavior::CURRENT_FRAME.
*/
- RELEASE_POLICY = CROP_TO_MASK + 2,
+ STOP_BEHAVIOR = ORIENTATION_CORRECTION + 8,
+
+ /**
+ * @brief The looping mode the AnimatedVectorImageVisual will use.
+ * @details Name "loopingMode", Type LoopingMode::Type (Property::INTEGER)
+ * @note Default value is LoopingMode::RESTART.
+ */
+ LOOPING_MODE = ORIENTATION_CORRECTION + 9,
+
+ /**
+ * @brief The content information the AnimatedVectorImageVisual will use.
+ * @details Name "contentInfo", Type Property::MAP.
+ * The map contains the layer name as a key and Property::Array as a value.
+ * And the array contains 2 integer values which are the frame numbers, the start frame number and the end frame number of the layer.
+ * @note This property is read-only.
+ */
+ CONTENT_INFO = ORIENTATION_CORRECTION + 10
};
} //namespace Property
+/**
+ * @brief Enumeration for what state the animation is in.
+ */
+namespace PlayState
+{
+
+enum Type
+{
+ STOPPED, ///< Animation has stopped
+ PLAYING, ///< The animation is playing
+ PAUSED ///< The animation is paused
+};
+
+} // namespace PlayState
+
+/**
+ * @brief Enumeration for what to do when the animation is stopped.
+ */
+namespace StopBehavior
+{
+
+enum Type
+{
+ CURRENT_FRAME, ///< When the animation is stopped, the current frame is shown.
+ FIRST_FRAME, ///< When the animation is stopped, the first frame is shown.
+ LAST_FRAME ///< When the animation is stopped, the last frame is shown.
+};
+
+} // namespace StopBehavoir
+
+/**
+ * @brief Enumeration for what looping mode is in.
+ */
+namespace LoopingMode
+{
+
+enum Type
+{
+ RESTART, ///< When the animation arrives at the end in looping mode, the animation restarts from the beginning.
+ AUTO_REVERSE ///< When the animation arrives at the end in looping mode, the animation reverses direction and runs backwards again.
+};
+
+} // namespace LoopingMode
+
} // namespace DevelImageVisual
} // namespace Toolkit