#define DALI_TOOLKIT_INTERNAL_IMAGE_VISUAL_H
/*
- * Copyright (c) 2017 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
/**
* @copydoc Visual::Base::GetNaturalSize
*/
- virtual void GetNaturalSize( Vector2& naturalSize );
+ void GetNaturalSize( Vector2& naturalSize ) override;
/**
* @copydoc Visual::Base::CreatePropertyMap
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
+ void DoCreatePropertyMap( Property::Map& map ) const override;
/**
* @copydoc Visual::Base::CreateInstancePropertyMap
*/
- virtual void DoCreateInstancePropertyMap( Property::Map& map ) const;
+ void DoCreateInstancePropertyMap( Property::Map& map ) const override;
/**
* @copydoc Visual::Base::OnDoAction
*/
- virtual void OnDoAction( const Dali::Property::Index actionName, const Dali::Property::Value& attributes ) override;
+ void OnDoAction( const Dali::Property::Index actionName, const Dali::Property::Value& attributes ) override;
protected:
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();
/**
* @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoSetProperties( const Property::Map& propertyMap );
+ void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- virtual void DoSetOnStage( Actor& actor );
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOffScene
*/
- virtual void DoSetOffStage( Actor& actor ) ;
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
*/
- virtual void OnSetTransform() ;
+ void OnSetTransform() override;
/**
* @copydoc Visual::Base::IsResourceReady
*/
- virtual bool IsResourceReady() const;
+ bool IsResourceReady() const override;
public:
* 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() override;
+ 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, bool preMultiplied ) override;
+ void UploadComplete( bool success, int32_t textureId, TextureSet textureSet,
+ bool usingAtlas, const Vector4& atlasRectangle, bool preMultiplied ) override;
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.
private:
- Image mImage;
Vector4 mPixelArea;
WeakHandle<Actor> mPlacementActor;
VisualUrl mImageUrl;