// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/image-view/image-view.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
using namespace Dali;
ImageView::ImageView()
-: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
- mRelayoutRequired(true)
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) )
{
}
{
// ImageView can relayout in the OnImageReady, alternative to a signal would be to have a upcall from the Control to ImageView
Dali::Toolkit::Control handle( GetOwner() );
- Toolkit::DevelControl::ResourceReadySignal( handle ).Connect( this, &ImageView::OnResourceReady );
+ handle.ResourceReadySignal().Connect( this, &ImageView::OnResourceReady );
}
void ImageView::SetImage( Image image )
mPropertyMap = map;
mUrl.clear();
mImage.Reset();
+
Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( mPropertyMap );
// Don't set mVisual until it is ready and shown. Getters will still use current visual.
if (!mVisual)
{
Control::OnRelayout( size, container );
- // If visual is being replaced then mVisual will be the replacement visual even if not ready.
- mVisual = DevelControl::GetVisual( *this, Toolkit::ImageView::Property::IMAGE );
-
if( mVisual )
{
// Pass in an empty map which uses default transform values meaning our visual fills the control
void ImageView::OnResourceReady( Toolkit::Control control )
{
- if( mRelayoutRequired)
- {
- mRelayoutRequired = false;
- RelayoutRequest();
- }
+ // Visual ready so update visual attached to this ImageView, following call to RelayoutRequest will use this visual.
+ mVisual = DevelControl::GetVisual( *this, Toolkit::ImageView::Property::IMAGE );
}
///////////////////////////////////////////////////////////
map = value.GetMap();
if( map )
{
- Property::Value* shaderValue = map->Find( Toolkit::DevelVisual::Property::SHADER, CUSTOM_SHADER );
+ Property::Value* shaderValue = map->Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER );
// set image only if property map contains image information other than custom shader
if( map->Count() > 1u || !shaderValue )
{