bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
mId = mLoader.Load(textureManager, this, mImageUrl, mBorder, preMultiplyOnLoad, synchronousLoading);
- std::shared_ptr<const NPatchData> data;
+ NPatchDataPtr data;
if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
EnablePreMultipliedAlpha(data->IsPreMultiplied());
naturalSize.y = 0u;
// load now if not already loaded
- std::shared_ptr<const NPatchData> data;
+ NPatchDataPtr data;
if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
{
naturalSize.x = data->GetCroppedWidth();
// at this case, we try to SetResouce to mPlaceActor twice. so, we should avoid that case.
mPlacementActor = actor;
- std::shared_ptr<const NPatchData> data;
+ NPatchDataPtr data;
if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
{
// If mAuxiliaryUrl need to be loaded, we should wait it until LoadComplete called.
void NPatchVisual::OnInitialize()
{
// Get basic geometry and shader
- Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- auto imageVisualShaderFeatureBuilder = ImageVisualShaderFeatureBuilder();
- Shader shader = mImageVisualShaderFactory.GetShader(
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+ auto imageVisualShaderFeatureBuilder = ImageVisualShaderFeatureBuilder();
+ Shader shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
imageVisualShaderFeatureBuilder);
Geometry NPatchVisual::CreateGeometry()
{
- Geometry geometry;
- std::shared_ptr<const NPatchData> data;
+ Geometry geometry;
+ NPatchDataPtr data;
if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
Shader NPatchVisual::CreateShader()
{
- Shader shader;
- std::shared_ptr<const NPatchData> data;
+ Shader shader;
+ NPatchDataPtr data;
// 0 is either no data (load failed?) or no stretch regions on image
// for both cases we use the default shader
NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
void NPatchVisual::ApplyTextureAndUniforms()
{
- std::shared_ptr<const NPatchData> data;
- TextureSet textureSet;
+ NPatchDataPtr data;
+ TextureSet textureSet;
if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
textureSet = data->GetTextures();
- NPatchHelper::ApplyTextureAndUniforms(mImpl->mRenderer, data);
+ NPatchHelper::ApplyTextureAndUniforms(mImpl->mRenderer, data.Get());
if(mAuxiliaryResourceStatus == Toolkit::Visual::ResourceStatus::READY)
{
// If we call textureSet.SetTexture(1, texture) directly, the cached TextureSet also be changed.
// We should make pass utc-Dali-VisualFactory.cpp UtcDaliNPatchVisualAuxiliaryImage02().
TextureSet tempTextureSet = TextureSet::New();
- tempTextureSet.SetTexture(0, textureSet.GetTexture(0));
tempTextureSet.SetTexture(1, mAuxiliaryTextureSet.GetTexture(0));
+ tempTextureSet.SetTexture(0, textureSet.GetTexture(0));
textureSet = tempTextureSet;
mImpl->mRenderer.RegisterProperty(DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
void NPatchVisual::SetResource()
{
- std::shared_ptr<const NPatchData> data;
+ NPatchDataPtr data;
if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data))
{
Geometry geometry = CreateGeometry();
// If auxiliaryUrl didn't required OR auxiliaryUrl load done.
if(!mAuxiliaryUrl.IsValid() || mAuxiliaryResourceStatus != Toolkit::Visual::ResourceStatus::PREPARING)
{
- std::shared_ptr<const NPatchData> data;
+ NPatchDataPtr data;
// and.. If Url loading done.
if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
{