#define DALI_TOOLKIT_INTERNAL_IMAGE_VISUAL_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
#include <memory>
#include <dali/public-api/common/intrusive-ptr.h>
-#include <dali/public-api/images/image.h>
#include <dali/public-api/images/image-operations.h>
-#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/object/weak-handle.h>
// INTERNAL INCLUDES
FittingMode::Type fittingMode = FittingMode::DEFAULT,
Dali::SamplingMode::Type samplingMode = SamplingMode::BOX_THEN_LINEAR );
- /**
- * @brief Create a new image visual with an Image type.
- *
- * @param[in] factoryCache The VisualFactoryCache object
- * @param[in] shaderFactory The ImageVisualShaderFactory object
- * @param[in] image The image to use
- */
- static ImageVisualPtr New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const Image& image );
-
public: // from Visual
/**
Dali::SamplingMode::Type samplingMode );
/**
- * @brief Constructor with an Image type.
- *
- * @param[in] factoryCache The VisualFactoryCache object
- * @param[in] shaderFactory The ImageVisualShaderFactory object
- * @param[in] image The image to use
- */
- ImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const Image& image );
-
- /**
* @brief A reference counted object may only be deleted by calling Unreference().
*/
virtual ~ImageVisual();
void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnStage( Actor& actor ) override;
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOffScene
*/
- void DoSetOffStage( Actor& actor ) override;
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
*/
bool IsResourceReady() const override;
+ /**
+ * @copydoc Visual::Base::UpdateShader
+ */
+ void UpdateShader() override;
+
public:
/**
private:
/**
- * Allocate the mask data when a masking property is defined in the property map
+ * @copydoc TextureUploadObserver::LoadComplete
+ *
+ * To avoid rendering garbage pixels, renderer should be added to actor after the resources are ready.
+ * This callback is the place to add the renderer as it would be called once the PixelBuffer loading is finished.
*/
- void AllocateMaskData();
+ void LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied ) override {}
/**
- * @brief Applies the image to the texture set used for this renderer
- *
- * @param[in] image The Image to apply to the texture set used for this renderer
+ * Allocate the mask data when a masking property is defined in the property map
*/
- void ApplyImageToSampler( const Image& image );
+ void AllocateMaskData();
/**
* @brief Load the texture, will try to atlas unless unable or param set to false.
void InitializeRenderer();
/**
- * @brief Initializes the Dali::Renderer from an image handle
- *
- * @param[in] image The image handle to intialize this ImageVisual from
- */
- void InitializeRenderer( const Image& image );
-
- /**
* @brief Creates the Dali::Renderer (potentially from the renderer cache), initializing it
* @param[in] textures to use
*/
void CreateRenderer( TextureSet& textures );
/**
- * @brief Creates the Dali::Renderer for NativeImage with custom sampler type and prefix, initializing it
- * @param NativeImageRenderer
- */
- void CreateNativeImageRenderer( NativeImage& nativeImage );
-
- /**
- * @brief Query whether resources requires to be loaded synchronously.
- * @return Returns true if synchronous resource loading is required, false otherwise.
- */
- bool IsSynchronousResourceLoading() const;
-
- /**
* Creates the texture set and adds the texture to it
* @param[out] textureRect The texture area of the texture in the atlas.
* @param[in] url The URL of the image resource to use.
*/
void DoSetProperty( Property::Index index, const Property::Value& value );
+ /**
+ * @brief Get a shader for the current properties.
+ * @return The shader for the current properties.
+ */
+ Shader GetShader();
+
private:
- Image mImage;
Vector4 mPixelArea;
WeakHandle<Actor> mPlacementActor;
VisualUrl mImageUrl;