#include "npatch-visual.h"
// EXTERNAL INCLUDES
-#include <dali/public-api/images/buffer-image.h>
-#include <dali/public-api/images/resource-image.h>
#include <dali/devel-api/object/handle-devel.h>
-#include <dali/devel-api/images/texture-set-image.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/integration-api/debug.h>
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
+ uniform mediump vec2 extraSize;\n
void main()\n
{\n
mediump vec2 fixedTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].x, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].x );\n
mediump vec2 stretchTotal = vec2( uNinePatchFactorsX[ FACTOR_SIZE_X - 1 ].y, uNinePatchFactorsY[ FACTOR_SIZE_Y - 1 ].y );\n
\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
\n
mediump vec4 gridPosition = vec4( fixedFactor + ( visualSize.xy - fixedTotal ) * stretch / stretchTotal, 0.0, 1.0 );\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
+ uniform mediump vec2 extraSize;\n
\n
void main()\n
{\n
- vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw );\n
+ vec2 visualSize = mix(uSize.xy*size, size, offsetSizeMode.zw ) + extraSize;\n
vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
\n
mediump vec2 size = visualSize.xy;\n
vertices.PushBack( Vector2( x, y ) );
}
-void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchLoader::StretchRanges& stretchPixels, uint16_t imageExtent)
+void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchUtility::StretchRanges& stretchPixels, uint16_t imageExtent)
{
uint16_t prevEnd = 0;
uint16_t prevFix = 0;
uint16_t prevStretch = 0;
unsigned int i = 1;
- for( NPatchLoader::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
+ for( NPatchUtility::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
{
uint16_t start = it->GetX();
uint16_t end = it->GetY();
return nPatchVisual;
}
-NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, NinePatchImage image )
-{
- NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
- VisualUrl visualUrl( image.GetUrl() );
- nPatchVisual->mImageUrl = visualUrl;
- return nPatchVisual;
-}
-
void NPatchVisual::LoadImages()
{
TextureManager& textureManager = mFactoryCache.GetTextureManager();
}
NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
+: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH ),
mPlacementActor(),
mLoader( factoryCache.GetNPatchLoader() ),
mImageUrl(),
const NPatchLoader::Data* data;
// 0 is either no data (load failed?) or no stretch regions on image
// for both cases we use the default shader
- NPatchLoader::StretchRanges::SizeType xStretchCount = 0;
- NPatchLoader::StretchRanges::SizeType yStretchCount = 0;
+ NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
+ NPatchUtility::StretchRanges::SizeType yStretchCount = 0;
auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
: FRAGMENT_SHADER;
DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
textureSet = TextureSet::New();
- Image croppedImage = mFactoryCache.GetBrokenVisualImage();
- TextureSetImage( textureSet, 0u, croppedImage );
+ Texture croppedImage = mFactoryCache.GetBrokenVisualImage();
+ textureSet.SetTexture( 0u, croppedImage );
mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2::ZERO );
mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2::ZERO );
void NPatchVisual::SetResource()
{
const NPatchLoader::Data* data;
- if( mLoader.GetNPatchData( mId, data ) )
+ if( mImpl->mRenderer && mLoader.GetNPatchData( mId, data ) )
{
Geometry geometry = CreateGeometry();
Shader shader = CreateShader();