#include <dali/integration-api/adaptor-framework/adaptor.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/type-registry.h>
+#include <dali/devel-api/rendering/texture-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/controls/control-devel.h>
// CanvasView can relayout in the OnImageReady, alternative to a signal would be to have a upcall from the Control to CanvasView
Dali::Toolkit::Control handle(GetOwner());
- DevelControl::SetAccessibilityConstructor(Self(), [](Dali::Actor actor) {
- return std::unique_ptr<Dali::Accessibility::Accessible>(
- new DevelControl::AccessibleImpl(actor, Dali::Accessibility::Role::IMAGE));
- });
+ Self().SetProperty(DevelControl::Property::ACCESSIBILITY_ROLE, Dali::Accessibility::Role::IMAGE);
Adaptor::Get().RegisterProcessor(*this, true);
}
}
}
-void CanvasView::ApplyRasterizedImage(PixelData rasterizedPixelData)
+void CanvasView::ApplyRasterizedImage(Texture rasterizedTexture)
{
- if(rasterizedPixelData)
+ if (rasterizedTexture && rasterizedTexture.GetWidth() != 0 && rasterizedTexture.GetHeight() != 0)
{
- auto rasterizedPixelDataWidth = rasterizedPixelData.GetWidth();
- auto rasterizedPixelDataHeight = rasterizedPixelData.GetHeight();
-
- if(rasterizedPixelDataWidth > 0 && rasterizedPixelDataHeight > 0)
+ if(!mTextureSet)
{
- if(!mTexture || mTexture.GetWidth() != rasterizedPixelDataWidth || mTexture.GetHeight() != rasterizedPixelDataHeight)
- {
- mTexture = Texture::New(TextureType::TEXTURE_2D, rasterizedPixelData.GetPixelFormat(), rasterizedPixelDataWidth, rasterizedPixelDataHeight);
- mTexture.Upload(rasterizedPixelData);
+ std::string fragmentShader = SHADER_CANVAS_VIEW_FRAG.data();
+ DevelTexture::ApplyNativeFragmentShader(rasterizedTexture, fragmentShader);
- if(!mTextureSet)
- {
- mTextureSet = TextureSet::New();
- Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
- Shader shader = Shader::New(SHADER_CANVAS_VIEW_VERT, SHADER_CANVAS_VIEW_FRAG);
- Renderer renderer = Renderer::New(geometry, shader);
- renderer.SetTextures(mTextureSet);
- renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
-
- Actor actor = Self();
- if(actor)
- {
- actor.AddRenderer(renderer);
- }
- }
- mTextureSet.SetTexture(0, mTexture);
- }
- else
- {
- //Update texture
- mTexture.Upload(rasterizedPixelData);
- }
+ mTextureSet = TextureSet::New();
+ Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
+ Shader shader = Shader::New(SHADER_CANVAS_VIEW_VERT, fragmentShader);
+ Renderer renderer = Renderer::New(geometry, shader);
+
+ renderer.SetTextures(mTextureSet);
+ renderer.SetProperty(Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA, true);
+ Self().AddRenderer(renderer);
}
+ mTextureSet.SetTexture(0, rasterizedTexture);
}
//If there are accumulated changes to CanvasRenderer during Rasterize, Rasterize once again.