#include <dali-toolkit/internal/visuals/texture-upload-observer.h>
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-url.h>
+#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
namespace Dali
{
* | pixelArea | VECTOR4 |
* | wrapModeU | INTEGER OR STRING |
* | wrapModeV | INTEGER OR STRING |
+ * | releasePolicy | INTEGER OR STRING |
*
* where pixelArea is a rectangular area.
* In its Vector4 value, the first two elements indicate the top-left position of the area,
* "DEFAULT"
*
*
+ * where releasePolicy should be one of the following policies for when to cache the image
+ * "DETACHED" // Release image from cache when visual detached from stage
+ * "DESTROYED" // Keep image in cache until the visual is destroyed
+ * "NEVER" // Keep image in cache until application ends.
+ *
* If the Visual is in a LayerUI it will pixel align the image, using a Layer3D will disable pixel alignment.
* Changing layer behaviour between LayerUI to Layer3D whilst the visual is already staged will not have an effect.
*/
void SetTextureRectUniform( const Vector4& textureRect );
/**
- * Remove the texture if it is not used anymore.
+ * Remove texture with valid TextureId
*/
- void RemoveTexture(const std::string& url);
+ void RemoveTexture();
/**
* Helper method to set individual values by index key.
Dali::SamplingMode::Type mSamplingMode:4;
Dali::WrapMode::Type mWrapModeU:3;
Dali::WrapMode::Type mWrapModeV:3;
+ DevelImageVisual::ReleasePolicy::Type mReleasePolicy;
bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture
- bool mLoadingStatus; ///< True if the texture is being loaded asynchronously, or false when it has loaded.
+ bool mLoading; ///< True if the texture is still loading.
};