*/
// EXTERNAL INCLUDES
+#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/devel-api/object/weak-handle.h>
+#include <dali/public-api/object/weak-handle.h>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/image-loader/atlas-upload-observer.h>
#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>
+#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
namespace Dali
{
namespace Internal
{
+class ImageVisualShaderFactory;
class ImageVisual;
typedef IntrusivePtr< ImageVisual > ImageVisualPtr;
*
* The following properties are optional
*
- * | %Property Name | Type |
- * |--------------------|-------------------|
- * | url | STRING |
- * | alphaMaskUrl | STRING |
- * | fittingMode | INTEGER OR STRING |
- * | samplingMode | INTEGER OR STRING |
- * | desiredWidth | INTEGER |
- * | desiredHeight | INTEGER |
- * | synchronousLoading | BOOLEAN |
- * | pixelArea | VECTOR4 |
- * | wrapModeU | INTEGER OR STRING |
- * | wrapModeV | INTEGER OR STRING |
+ * | %Property Name | Type |
+ * |-----------------------|-------------------|
+ * | url | STRING |
+ * | alphaMaskUrl | STRING |
+ * | fittingMode | INTEGER OR STRING |
+ * | samplingMode | INTEGER OR STRING |
+ * | desiredWidth | INTEGER |
+ * | desiredHeight | INTEGER |
+ * | synchronousLoading | BOOLEAN |
+ * | pixelArea | VECTOR4 |
+ * | wrapModeU | INTEGER OR STRING |
+ * | wrapModeV | INTEGER OR STRING |
+ * | loadPolicy | INTEGER OR STRING |
+ * | releasePolicy | INTEGER OR STRING |
+ * | orientationCorrection | BOOLEAN |
*
* where pixelArea is a rectangular area.
* In its Vector4 value, the first two elements indicate the top-left position of the area,
*
* where imageFittingMode should be one of the following fitting modes:
* "SHRINK_TO_FIT"
- * "SCALE_TO_FIT"
+ * "SCALE_TO_FILL"
* "FIT_WIDTH"
* "FIT_HEIGHT"
* "DEFAULT"
* "DONT_CARE"
* "DEFAULT"
*
+ * where loadPolicy should be one of the following image loading modes
+ * "IMMEDIATE" // Loads image even if visual not attached to stage yet
+ * "ATTACHED" // Only loads image once visual is attached to stage
+ *
+ * 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.
* The visual will load the Image asynchronously when the associated actor is put on stage, and destroy the image when it is off stage
*
* @param[in] factoryCache The VisualFactoryCache object
+ * @param[in] shaderFactory The ImageVisualShaderFactory object
* @param[in] imageUrl The URL of the image resource to use
* @param[in] properties A Property::Map containing settings for this visual
* @param[in] size The width and height to fit the loaded image to.
* @return A smart-pointer to the newly allocated visual.
*/
static ImageVisualPtr New( VisualFactoryCache& factoryCache,
+ ImageVisualShaderFactory& shaderFactory,
const VisualUrl& imageUrl,
const Property::Map& properties,
ImageDimensions size = ImageDimensions(),
* The visual will load the Image asynchronously when the associated actor is put on stage, and destroy the image when it is off stage
*
* @param[in] factoryCache The VisualFactoryCache object
+ * @param[in] shaderFactory The ImageVisualShaderFactory object
* @param[in] imageUrl The URL of the image resource to use
* @param[in] size The width and height to fit the loaded image to.
* @param[in] fittingMode The FittingMode of the resource to load
* @return A smart-pointer to the newly allocated visual.
*/
static ImageVisualPtr New( VisualFactoryCache& factoryCache,
+ ImageVisualShaderFactory& shaderFactory,
const VisualUrl& imageUrl,
ImageDimensions size = ImageDimensions(),
FittingMode::Type fittingMode = FittingMode::DEFAULT,
* @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, const Image& image );
+ static ImageVisualPtr New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const Image& image );
public: // from Visual
*/
virtual void DoCreateInstancePropertyMap( Property::Map& map ) const;
+ /**
+ * @copydoc Visual::Base::OnDoAction
+ */
+ virtual void OnDoAction( const Dali::Property::Index actionName, const Dali::Property::Value& attributes ) override;
+
protected:
/**
* The visual will load the Image asynchronously when the associated actor is put on stage, and destroy the image when it is off stage
*
* @param[in] factoryCache The VisualFactoryCache object
+ * @param[in] shaderFactory The ImageVisualShaderFactory object
* @param[in] imageUrl The URL of the image resource to use
* @param[in] size The width and height to fit the loaded image to.
* @param[in] fittingMode The FittingMode of the resource to load
* @param[in] samplingMode The SamplingMode of the resource to load
*/
ImageVisual( VisualFactoryCache& factoryCache,
+ ImageVisualShaderFactory& shaderFactory,
const VisualUrl& imageUrl,
ImageDimensions size,
FittingMode::Type fittingMode,
* @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, const Image& image );
+ ImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const Image& image );
/**
* @brief A reference counted object may only be deleted by calling Unreference().
/**
* @copydoc Visual::Base::DoSetOffStage
*/
- virtual void DoSetOffStage( Actor& actor );
+ virtual void DoSetOffStage( Actor& actor ) ;
/**
* @copydoc Visual::Base::OnSetTransform
*/
- virtual void OnSetTransform();
-
-public:
+ virtual void OnSetTransform() ;
/**
- * Get the standard image rendering shader.
- * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
- * @param[in] atlasing Whether texture atlasing is applied.
- * @param[in] defaultTextureWrapping Whether the default texture wrap mode is applied.
+ * @copydoc Visual::Base::IsResourceReady
*/
- static Shader GetImageShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping );
+ virtual bool IsResourceReady() const;
+
+public:
/**
* @copydoc AtlasUploadObserver::UploadCompleted
* 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 loading is finished.
*/
- virtual void UploadCompleted();
+ virtual void UploadCompleted() override;
/**
* @copydoc TextureUploadObserver::UploadCompleted
* 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 loading is finished.
*/
- virtual void UploadComplete( bool success, int32_t textureId, TextureSet textureSet, bool usingAtlas, const Vector4& atlasRectangle );
+ virtual void UploadComplete( bool success, int32_t textureId, TextureSet textureSet,
+ bool usingAtlas, const Vector4& atlasRectangle, bool preMultiplied ) override;
private:
void ApplyImageToSampler( const Image& image );
/**
+ * @brief Load the texture, will try to atlas unless unable or param set to false.
+ * @param[in, out] atlasing flag if the image has been put in a atlas (true), passing false will not atlas even if possible.
+ * @param[out] atlasRect if atlasing is used this the texture area of the image in the atlas.
+ * @param[out] textures resulting texture set from the image loading.
+ * @param[in] orientationCorrection flag determines if orientation correction should be performed
+ * @param[in] forceReload flag determines if the texture should be reloaded from its source or use the cached texture.
+ */
+ void LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures, bool orientationCorrection, TextureManager::ReloadPolicy forceReload );
+
+ /**
+ * @brief Checks if atlasing should be attempted
+ * @return bool returns true if atlasing can be attempted.
+ */
+ bool AttemptAtlasing();
+
+ /**
* @brief Initializes the Dali::Renderer from the image url
*/
void InitializeRenderer();
bool IsSynchronousResourceLoading() const;
/**
- * @brief Load the resource synchronously
- */
- void LoadResourceSynchronously();
-
- /**
* 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 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.
void DoSetProperty( Property::Index index, const Property::Value& value );
private:
- struct MaskingData
- {
- MaskingData( TextureManager& textureManager );
- ~MaskingData();
- void SetImage( const std::string& url );
-
- TextureManager& mTextureManager;
- VisualUrl mAlphaMaskUrl;
- TextureManager::TextureId mAlphaMaskId;
- float mContentScaleFactor;
- bool mCropToMask;
- };
Image mImage;
- PixelData mPixels;
Vector4 mPixelArea;
WeakHandle<Actor> mPlacementActor;
VisualUrl mImageUrl;
- MaskingData* mMaskingData;
+ TextureManager::MaskingDataPointer mMaskingData;
Dali::ImageDimensions mDesiredSize;
TextureManager::TextureId mTextureId;
+ TextureSet mTextures;
+
+ ImageVisualShaderFactory& mImageVisualShaderFactory;
Dali::FittingMode::Type mFittingMode:3;
Dali::SamplingMode::Type mSamplingMode:4;
Dali::WrapMode::Type mWrapModeU:3;
Dali::WrapMode::Type mWrapModeV:3;
- bool mAttemptAtlasing:1; ///< If true will attempt atlasing, otherwise create unique texture
- bool mTextureLoading:1; ///< True if the texture is being loaded asynchronously, or false when it has loaded.
+ Dali::Toolkit::ImageVisual::LoadPolicy::Type mLoadPolicy;
+ Dali::Toolkit::ImageVisual::ReleasePolicy::Type mReleasePolicy;
+ Vector4 mAtlasRect;
+ Dali::ImageDimensions mAtlasRectSize;
+ bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture
+ bool mLoading; ///< True if the texture is still loading.
+ bool mOrientationCorrection; ///< true if the image will have it's orientation corrected.
};