mMaskingData( ),
mDesiredSize( size ),
mTextureId( TextureManager::INVALID_TEXTURE_ID ),
+ mTextures(),
mFittingMode( fittingMode ),
mSamplingMode( samplingMode ),
mWrapModeU( WrapMode::DEFAULT ),
mWrapModeV( WrapMode::DEFAULT ),
mLoadPolicy( DevelImageVisual::LoadPolicy::ATTACHED ),
mReleasePolicy( DevelImageVisual::ReleasePolicy::DETACHED ),
+ mAtlasRect( 0.0f, 0.0f, 0.0f, 0.0f ),
mAttemptAtlasing( false ),
- mLoading( false )
+ mLoading( false ),
+ mOrientationCorrection( true )
{
}
mMaskingData( ),
mDesiredSize(),
mTextureId( TextureManager::INVALID_TEXTURE_ID ),
+ mTextures(),
mFittingMode( FittingMode::DEFAULT ),
mSamplingMode( SamplingMode::DEFAULT ),
mWrapModeU( WrapMode::DEFAULT ),
mWrapModeV( WrapMode::DEFAULT ),
mLoadPolicy( DevelImageVisual::LoadPolicy::ATTACHED ),
mReleasePolicy( DevelImageVisual::ReleasePolicy::DESTROYED ),
+ mAtlasRect( 0.0f, 0.0f, 0.0f, 0.0f ),
mAttemptAtlasing( false ),
mLoading( false ),
mOrientationCorrection( true )
case Toolkit::ImageVisual::Property::ATLASING:
{
- bool atlasing = false;
- mAttemptAtlasing = value.Get( atlasing );
+ value.Get( mAttemptAtlasing );
break;
}
// reset the weak handle so that the renderer only get added to actor once
mPlacementActor.Reset();
}
+ // Image loaded
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
mLoading = false;
}
sampler.SetWrapMode( mWrapModeU, mWrapModeV );
textureSet.SetSampler( 0u, sampler );
mImpl->mRenderer.SetTextures(textureSet);
-
- resourceStatus = Toolkit::Visual::ResourceStatus::READY;
}
else
{
mImpl->mRenderer.SetTextures( textureSet );
ApplyImageToSampler( brokenImage );
-
- resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
}
- // Image loaded and ready to display
- ResourceReady( resourceStatus );
}
}
-
// Storing TextureSet needed when renderer staged.
if( ! mImpl->mRenderer )
{
mTextures = textureSet;
}
+ // Image loaded, set status regardless of staged status.
+ if( loadingSuccess )
+ {
+ resourceStatus = Toolkit::Visual::ResourceStatus::READY;
+ }
+ else
+ {
+ resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
+ }
+ // Signal to observers ( control ) that resources are ready. Must be all resources.
+ ResourceReady( resourceStatus );
mLoading = false;
}