#define DALI_TOOLKIT_INTERNAL_IMAGE_VISUAL_H
/*
- * Copyright (c) 2016 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.
*/
// 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/internal/visuals/visual-base-impl.h>
#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 visual which renders an image to the control's quad
+ * The visual which renders an image to a quad geometry
*
* The following properties are optional
*
- * | %Property Name | Type |
- * |--------------------|-------------------|
- * | url | 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.
*/
-class ImageVisual: public Visual::Base, public ConnectionTracker, public AtlasUploadObserver
+class ImageVisual: public Visual::Base, public ConnectionTracker, public AtlasUploadObserver, public TextureUploadObserver
{
public:
* 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,
- const std::string& imageUrl,
+ ImageVisualShaderFactory& shaderFactory,
+ const VisualUrl& imageUrl,
const Property::Map& properties,
ImageDimensions size = ImageDimensions(),
FittingMode::Type fittingMode = FittingMode::DEFAULT,
* 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,
- const std::string& imageUrl,
+ ImageVisualShaderFactory& shaderFactory,
+ const VisualUrl& imageUrl,
ImageDimensions size = ImageDimensions(),
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] image The image to use
- */
- static ImageVisualPtr New( VisualFactoryCache& factoryCache, 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
+ */
+ 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,
- const std::string& imageUrl,
+ ImageVisualShaderFactory& shaderFactory,
+ const VisualUrl& imageUrl,
ImageDimensions size,
FittingMode::Type fittingMode,
Dali::SamplingMode::Type samplingMode );
/**
- * @brief Constructor with an Image type.
- *
- * @param[in] factoryCache The VisualFactoryCache object
- * @param[in] image The image to use
- */
- ImageVisual( VisualFactoryCache& factoryCache, 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;
-public:
+ /**
+ * @copydoc Visual::Base::IsResourceReady
+ */
+ bool IsResourceReady() const override;
/**
- * 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::UpdateShader
*/
- static Shader GetImageShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping );
+ void UpdateShader() override;
+
+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();
-
-private:
+ void UploadCompleted() override;
/**
- * @brief Applies the image to the texture set used for this renderer
+ * @copydoc TextureUploadObserver::UploadCompleted
*
- * @param[in] image The Image to apply to the texture set used for this renderer
+ * 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.
*/
- void ApplyImageToSampler( const Image& image );
+ void UploadComplete( bool success, int32_t textureId, TextureSet textureSet,
+ bool usingAtlas, const Vector4& atlasRectangle, bool preMultiplied ) override;
+
+private:
/**
- * @brief Initializes the Dali::Renderer from an image url string
+ * @copydoc TextureUploadObserver::LoadComplete
*
- * @param[in] imageUrl The image url string to intialize this ImageVisual from
+ * 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 InitializeRenderer( const std::string& imageUrl );
+ void LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied ) override {}
/**
- * @brief Initializes the Dali::Renderer from an image handle
- *
- * @param[in] image The image handle to intialize this ImageVisual from
+ * Allocate the mask data when a masking property is defined in the property map
*/
- void InitializeRenderer( const Image& image );
+ void AllocateMaskData();
/**
- * @brief Creates the Dali::Renderer (potentially from the renderer cache), initializing it
- * @param[in] textures to use
+ * @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 CreateRenderer( TextureSet& textures );
+ void LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures, bool orientationCorrection, TextureManager::ReloadPolicy forceReload );
/**
- * @brief Creates the Dali::Renderer for NativeImage with custom sampler type and prefix, initializing it
- * @param NativeImageRenderer
+ * @brief Checks if atlasing should be attempted
+ * @return bool returns true if atlasing can be attempted.
*/
- void CreateNativeImageRenderer( NativeImage& nativeImage );
+ bool AttemptAtlasing();
/**
- * @brief Query whether resources requires to be loaded synchronously.
- * @return Returns true if synchronous resource loading is required, false otherwise.
+ * @brief Initializes the Dali::Renderer from the image url
*/
- bool IsSynchronousResourceLoading() const;
+ void InitializeRenderer();
/**
- * @brief Load the resource synchronously
+ * @brief Creates the Dali::Renderer (potentially from the renderer cache), initializing it
+ * @param[in] textures to use
*/
- void LoadResourceSynchronously();
+ void CreateRenderer( TextureSet& textures );
/**
* Creates the texture set and adds the texture to it
* @param[in] attemptAtlasing If true will attempt atlasing, otherwise create unique texture
* @return the texture set to use
*/
- TextureSet CreateTextureSet( Vector4& textureRect, const std::string& url, bool synchronousLoading, bool attemptAtlasing );
-
- /**
- * Callback function of image resource loading succeed
- * @param[in] image The Image content that we attempted to load from mImageUrl
- */
- void OnImageLoaded( ResourceImage image );
+ TextureSet CreateTextureSet( Vector4& textureRect, bool synchronousLoading, bool attemptAtlasing );
/**
* Set the value to the uTextureRect uniform
void SetTextureRectUniform( const Vector4& textureRect );
/**
- * Remove the image from atlas if it is not used anymore.
+ * Remove texture with valid TextureId
*/
- void RemoveFromAtlas(const std::string& url);
+ void RemoveTexture();
/**
* Helper method to set individual values by index key.
*/
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;
- PixelData mPixels;
Vector4 mPixelArea;
WeakHandle<Actor> mPlacementActor;
- std::string mImageUrl;
+ VisualUrl mImageUrl;
+ 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;
-
+ Dali::Toolkit::ImageVisual::LoadPolicy::Type mLoadPolicy;
+ Dali::Toolkit::ImageVisual::ReleasePolicy::Type mReleasePolicy;
+ Vector4 mAtlasRect;
+ Dali::ImageDimensions mAtlasRectSize;
+ TextureManager::LoadState mLoadState; ///< The texture loading state
+ bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture
+ bool mOrientationCorrection; ///< true if the image will have it's orientation corrected.
};
} // namespace Internal