/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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 "npatch-visual.h"
// EXTERNAL INCLUDES
-#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
+#include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
+#include <dali-toolkit/devel-api/utility/npatch-helper.h>
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
+#include <dali-toolkit/internal/graphics/builtin-shader-extern-gen.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
#include <dali-toolkit/internal/visuals/npatch-loader.h>
-#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
+#include <dali-toolkit/internal/visuals/rendering-addon.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <dali-toolkit/internal/visuals/visual-factory-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali-toolkit/internal/visuals/visual-base-impl.h>
-#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
-#include <dali-toolkit/internal/visuals/rendering-addon.h>
+#include <dali-toolkit/public-api/visuals/visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
-
namespace
{
-const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vMaskTexCoord;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
- uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
- \n
-
- // Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\n
- 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 fixedFactor = vec2( uNinePatchFactorsX[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uNinePatchFactorsY[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].x );\n
- mediump vec2 stretch = vec2( uNinePatchFactorsX[ int( ( aPosition.x ) * 0.5 ) ].y, uNinePatchFactorsY[ int( ( aPosition.y ) * 0.5 ) ].y );\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 ) + 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
- mediump vec4 vertexPosition = gridPosition;\n
- vertexPosition.xy -= visualSize.xy * vec2( 0.5, 0.5 );\n
- vertexPosition.xy += anchorPoint*visualSize + (visualOffset + origin)*uSize.xy;\n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = ( fixedFactor + stretch ) / ( fixedTotal + stretchTotal );\n
- vMaskTexCoord = gridPosition.xy / visualSize;\n
- \n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-const char* VERTEX_SHADER_3X3 = DALI_COMPOSE_SHADER(
- attribute mediump vec2 aPosition;\n
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vMaskTexCoord;\n
- uniform highp mat4 uMvpMatrix;\n
- uniform highp vec3 uSize;\n
- uniform mediump vec2 uFixed[ 3 ];\n
- uniform mediump vec2 uStretchTotal;\n
- \n
- //Visual size and offset
- uniform mediump vec2 offset;\n
- uniform highp vec2 size;\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 ) + extraSize;\n
- vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy);\n
- \n
- mediump vec2 size = visualSize.xy;\n
- \n
- mediump vec2 fixedFactor = vec2( uFixed[ int( ( aPosition.x + 1.0 ) * 0.5 ) ].x, uFixed[ int( ( aPosition.y + 1.0 ) * 0.5 ) ].y );\n
- mediump vec2 stretch = floor( aPosition * 0.5 );\n
- mediump vec2 fixedTotal = uFixed[ 2 ];\n
- \n
- mediump vec4 gridPosition = vec4( fixedFactor + ( size - fixedTotal ) * stretch, 0.0, 1.0 );\n
- mediump vec4 vertexPosition = gridPosition;\n
- vertexPosition.xy -= size * vec2( 0.5, 0.5 );\n
- vertexPosition.xy += anchorPoint*size + (visualOffset + origin)*uSize.xy;\n
- \n
- vertexPosition = uMvpMatrix * vertexPosition;\n
- \n
- vTexCoord = ( fixedFactor + stretch * uStretchTotal ) / ( fixedTotal + uStretchTotal );\n
- \n
- vMaskTexCoord = gridPosition.xy / size;\n
- gl_Position = vertexPosition;\n
- }\n
-);
-
-const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- void main()\n
- {\n
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-const char* FRAGMENT_MASK_SHADER = DALI_COMPOSE_SHADER(
- varying mediump vec2 vTexCoord;\n
- varying mediump vec2 vMaskTexCoord;\n
- uniform sampler2D sTexture;\n
- uniform sampler2D sMask;\n
- uniform lowp vec4 uColor;\n
- uniform lowp vec3 mixColor;\n
- uniform lowp float preMultipliedAlpha;\n
- uniform mediump float auxiliaryImageAlpha;\n
- \n
- void main()\n
- {\n
- // Where mask image is transparent, all of background image must show through.
- // where mask image is opaque, only mask should be shown
- // where mask is translucent, less of background should be shown.
- // auxiliaryImageAlpha controls how much of mask is visible
-
- mediump vec4 color = texture2D( sTexture, vTexCoord );\n
- mediump vec4 mask = texture2D( sMask, vMaskTexCoord );\n
-
- mediump vec3 mixedColor = color.rgb * mix( 1.0-mask.a, 1.0, 1.0-auxiliaryImageAlpha)
- + mask.rgb*mask.a * auxiliaryImageAlpha;\n
- gl_FragColor = vec4(mixedColor,1.0) * uColor * vec4( mixColor, 1.0 );\n
- }\n
-);
-
-/**
- * @brief Creates the geometry formed from the vertices and indices
- *
- * @param[in] vertices The vertices to generate the geometry from
- * @param[in] indices The indices to generate the geometry from
- * @return The geometry formed from the vertices and indices
- */
-Geometry GenerateGeometry( const Vector< Vector2 >& vertices, const Vector< unsigned short >& indices )
-{
- Property::Map vertexFormat;
- vertexFormat[ "aPosition" ] = Property::VECTOR2;
- VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
- if( vertices.Size() > 0 )
- {
- vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
- }
-
- // Create the geometry object
- Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexBuffer );
- if( indices.Size() > 0 )
- {
- geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
- }
-
-
- return geometry;
-}
-
-/**
- * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
- *
- * @param[out] indices The indices to add to
- * @param[in] rowIdx The row index to start the quad
- * @param[in] nextRowIdx The index to the next row
- */
-void AddQuadIndices( Vector< unsigned short >& indices, unsigned int rowIdx, unsigned int nextRowIdx )
-{
- indices.PushBack( rowIdx );
- indices.PushBack( nextRowIdx + 1 );
- indices.PushBack( rowIdx + 1 );
-
- indices.PushBack( rowIdx );
- indices.PushBack( nextRowIdx );
- indices.PushBack( nextRowIdx + 1 );
+const int CUSTOM_PROPERTY_COUNT(5); // fixed(3),stretch,aux
}
-void AddVertex( Vector< Vector2 >& vertices, unsigned int x, unsigned int y )
-{
- vertices.PushBack( Vector2( x, y ) );
-}
-
-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( NPatchUtility::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
- {
- uint16_t start = it->GetX();
- uint16_t end = it->GetY();
-
- uint16_t fix = prevFix + start - prevEnd;
- uint16_t stretch = prevStretch + end - start;
-
- std::stringstream uniform;
- uniform << uniformName << "[" << i << "]";
- renderer.RegisterProperty( uniform.str(), Vector2( fix, stretch ) );
-
- prevEnd = end;
- prevFix = fix;
- prevStretch = stretch;
- }
-
- {
- prevFix += imageExtent - prevEnd;
- std::stringstream uniform;
- uniform << uniformName << "[" << i << "]";
- renderer.RegisterProperty( uniform.str(), Vector2( prevFix, prevStretch ) );
- }
-}
-
-} //unnamed namespace
-
/////////////////NPatchVisual////////////////
-NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
+NPatchVisualPtr NPatchVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties)
{
- NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
+ NPatchVisualPtr nPatchVisual(new NPatchVisual(factoryCache, shaderFactory));
nPatchVisual->mImageUrl = imageUrl;
- nPatchVisual->SetProperties( properties );
-
+ nPatchVisual->SetProperties(properties);
+ nPatchVisual->Initialize();
return nPatchVisual;
}
-NPatchVisualPtr NPatchVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
+NPatchVisualPtr NPatchVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl)
{
- NPatchVisualPtr nPatchVisual( new NPatchVisual( factoryCache ) );
+ NPatchVisualPtr nPatchVisual(new NPatchVisual(factoryCache, shaderFactory));
nPatchVisual->mImageUrl = imageUrl;
-
+ nPatchVisual->Initialize();
return nPatchVisual;
}
void NPatchVisual::LoadImages()
{
- TextureManager& textureManager = mFactoryCache.GetTextureManager();
- bool synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
+ TextureManager& textureManager = mFactoryCache.GetTextureManager();
+ bool synchronousLoading = mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
- if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
+ if(mId == NPatchData::INVALID_NPATCH_DATA_ID && (mImageUrl.IsLocalResource() || mImageUrl.IsBufferResource()))
{
bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
- mId = mLoader.Load( textureManager, this, mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad, synchronousLoading );
+ mId = mLoader.Load(textureManager, this, mImageUrl, mBorder, preMultiplyOnLoad, synchronousLoading);
- const NPatchLoader::Data* data;
- if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
+ const NPatchData* data;
+ if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
- EnablePreMultipliedAlpha( preMultiplyOnLoad );
+ EnablePreMultipliedAlpha(data->IsPreMultiplied());
}
}
- if( !mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() )
+ if(!mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && (mAuxiliaryUrl.IsLocalResource() || mAuxiliaryUrl.IsBufferResource()))
{
// Load the auxiliary image
auto preMultiplyOnLoading = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
- mAuxiliaryPixelBuffer = textureManager.LoadPixelBuffer( mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT,
- SamplingMode::BOX_THEN_LINEAR, synchronousLoading,
- this, true, preMultiplyOnLoading );
+ mAuxiliaryPixelBuffer = textureManager.LoadPixelBuffer(mAuxiliaryUrl, Dali::ImageDimensions(), FittingMode::DEFAULT, SamplingMode::BOX_THEN_LINEAR, synchronousLoading, this, true, preMultiplyOnLoading);
+
+ // If synchronousLoading is true, we can check the auxiliaryResource's status now.
+ if(synchronousLoading)
+ {
+ mAuxiliaryResourceStatus = mAuxiliaryPixelBuffer ? Toolkit::Visual::ResourceStatus::READY : Toolkit::Visual::ResourceStatus::FAILED;
+ }
}
}
-void NPatchVisual::GetNaturalSize( Vector2& naturalSize )
+void NPatchVisual::GetNaturalSize(Vector2& naturalSize)
{
naturalSize.x = 0u;
naturalSize.y = 0u;
// load now if not already loaded
- const NPatchLoader::Data* data;
- if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
+ const NPatchData* data;
+ if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
{
- naturalSize.x = data->croppedWidth;
- naturalSize.y = data->croppedHeight;
+ naturalSize.x = data->GetCroppedWidth();
+ naturalSize.y = data->GetCroppedHeight();
}
else
{
- if( mImageUrl.IsValid() )
+ if(mImageUrl.IsValid())
{
- ImageDimensions dimensions = Dali::GetOriginalImageSize( mImageUrl.GetUrl() );
- if( dimensions != ImageDimensions( 0, 0 ) )
+ ImageDimensions dimensions = Dali::GetOriginalImageSize(mImageUrl.GetUrl());
+ if(dimensions != ImageDimensions(0, 0))
{
naturalSize.x = dimensions.GetWidth();
naturalSize.y = dimensions.GetHeight();
}
}
- if( mAuxiliaryPixelBuffer )
+ if(mAuxiliaryPixelBuffer)
{
- naturalSize.x = std::max( naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()) );
- naturalSize.y = std::max( naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()) );
+ naturalSize.x = std::max(naturalSize.x, float(mAuxiliaryPixelBuffer.GetWidth()));
+ naturalSize.y = std::max(naturalSize.y, float(mAuxiliaryPixelBuffer.GetHeight()));
}
}
-void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
+void NPatchVisual::DoSetProperties(const Property::Map& propertyMap)
{
// URL is already passed in via constructor
- Property::Value* borderOnlyValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY );
- if( borderOnlyValue )
+ Property::Value* borderOnlyValue = propertyMap.Find(Toolkit::ImageVisual::Property::BORDER_ONLY, BORDER_ONLY);
+ if(borderOnlyValue)
{
- borderOnlyValue->Get( mBorderOnly );
+ borderOnlyValue->Get(mBorderOnly);
}
- Property::Value* borderValue = propertyMap.Find( Toolkit::ImageVisual::Property::BORDER, BORDER );
- if( borderValue && ! borderValue->Get( mBorder ) ) // If value exists and is rect, just set mBorder
+ Property::Value* borderValue = propertyMap.Find(Toolkit::ImageVisual::Property::BORDER, BORDER);
+ if(borderValue && !borderValue->Get(mBorder)) // If value exists and is rect, just set mBorder
{
// Not a rect so try vector4
Vector4 border;
- if( borderValue->Get( border ) )
+ if(borderValue->Get(border))
{
- mBorder.left = static_cast< int >( border.x );
- mBorder.right = static_cast< int >( border.y );
- mBorder.bottom = static_cast< int >( border.z );
- mBorder.top = static_cast< int >( border.w );
+ mBorder.left = static_cast<int>(border.x);
+ mBorder.right = static_cast<int>(border.y);
+ mBorder.bottom = static_cast<int>(border.z);
+ mBorder.top = static_cast<int>(border.w);
}
}
- Property::Value* auxImage = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME );
- if( auxImage )
+ Property::Value* auxImage = propertyMap.Find(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, AUXILIARY_IMAGE_NAME);
+ if(auxImage)
{
std::string url;
- if( auxImage->Get( url ) )
+ if(auxImage->Get(url))
{
mAuxiliaryUrl = url;
}
}
- Property::Value* auxImageAlpha = propertyMap.Find( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME );
- if( auxImageAlpha )
+ Property::Value* auxImageAlpha = propertyMap.Find(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, AUXILIARY_IMAGE_ALPHA_NAME);
+ if(auxImageAlpha)
{
- auxImageAlpha->Get( mAuxiliaryImageAlpha );
+ auxImageAlpha->Get(mAuxiliaryImageAlpha);
}
- Property::Value* synchronousLoading = propertyMap.Find( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING );
- if( synchronousLoading )
+ Property::Value* synchronousLoading = propertyMap.Find(Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING);
+ if(synchronousLoading)
{
bool sync = false;
- synchronousLoading->Get( sync );
- if( sync )
+ synchronousLoading->Get(sync);
+ if(sync)
{
mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
}
mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
}
}
+
+ Property::Value* releasePolicy = propertyMap.Find(Toolkit::ImageVisual::Property::RELEASE_POLICY, RELEASE_POLICY_NAME);
+ if(releasePolicy)
+ {
+ releasePolicy->Get(mReleasePolicy);
+ }
}
-void NPatchVisual::DoSetOnScene( Actor& actor )
+void NPatchVisual::DoSetOnScene(Actor& actor)
{
// load when first go on stage
LoadImages();
- const NPatchLoader::Data* data;
- if( mLoader.GetNPatchData( mId, data ) )
- {
- Geometry geometry = CreateGeometry();
- Shader shader = CreateShader();
+ // Set mPlacementActor now, because some case, LoadImages can use this information in LoadComplete API.
+ // at this case, we try to SetResouce to mPlaceActor twice. so, we should avoid that case.
+ mPlacementActor = actor;
- mImpl->mRenderer = Renderer::New( geometry, shader );
-
- mPlacementActor = actor;
- if( data->loadCompleted )
+ const NPatchData* 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.
+ if(!mAuxiliaryUrl.IsValid() || mAuxiliaryResourceStatus != Toolkit::Visual::ResourceStatus::PREPARING)
{
- if( RenderingAddOn::Get().IsValid() )
- {
- RenderingAddOn::Get().SubmitRenderTask( mImpl->mRenderer, data->renderingMap );
- }
-
- ApplyTextureAndUniforms();
- actor.AddRenderer( mImpl->mRenderer );
- mPlacementActor.Reset();
-
- // npatch loaded and ready to display
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ SetResource();
}
}
}
-void NPatchVisual::DoSetOffScene( Actor& actor )
+void NPatchVisual::DoSetOffScene(Actor& actor)
{
- actor.RemoveRenderer( mImpl->mRenderer );
- mImpl->mRenderer.Reset();
+ if((mId != NPatchData::INVALID_NPATCH_DATA_ID) && mReleasePolicy == Toolkit::ImageVisual::ReleasePolicy::DETACHED)
+ {
+ mLoader.Remove(mId, this);
+ mImpl->mResourceStatus = Toolkit::Visual::ResourceStatus::PREPARING;
+ mId = NPatchData::INVALID_NPATCH_DATA_ID;
+ }
+
+ actor.RemoveRenderer(mImpl->mRenderer);
mPlacementActor.Reset();
}
void NPatchVisual::OnSetTransform()
{
- if( mImpl->mRenderer )
+ if(mImpl->mRenderer)
{
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
}
-void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
+void NPatchVisual::DoCreatePropertyMap(Property::Map& map) const
{
map.Clear();
bool sync = IsSynchronousLoadingRequired();
- map.Insert( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, sync );
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
- map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
- map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
- map.Insert( Toolkit::ImageVisual::Property::BORDER, mBorder );
+ map.Insert(Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, sync);
+ map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH);
+ map.Insert(Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl());
+ map.Insert(Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly);
+ map.Insert(Toolkit::ImageVisual::Property::BORDER, mBorder);
+ map.Insert(Toolkit::ImageVisual::Property::RELEASE_POLICY, mReleasePolicy);
- if( mAuxiliaryUrl.IsValid() )
+ if(mAuxiliaryUrl.IsValid())
{
- map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
- map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
+ map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl());
+ map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha);
}
}
-void NPatchVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+void NPatchVisual::DoCreateInstancePropertyMap(Property::Map& map) const
{
- if( mAuxiliaryUrl.IsValid() )
+ if(mAuxiliaryUrl.IsValid())
{
- map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl() );
- map.Insert( Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha );
+ map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE, mAuxiliaryUrl.GetUrl());
+ map.Insert(Toolkit::DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA, mAuxiliaryImageAlpha);
}
}
-NPatchVisual::NPatchVisual( VisualFactoryCache& factoryCache )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH ),
+NPatchVisual::NPatchVisual(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory)
+: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::N_PATCH),
mPlacementActor(),
- mLoader( factoryCache.GetNPatchLoader() ),
+ mLoader(factoryCache.GetNPatchLoader()),
+ mImageVisualShaderFactory(shaderFactory),
mImageUrl(),
mAuxiliaryUrl(),
- mId( NPatchLoader::UNINITIALIZED_ID ),
- mBorderOnly( false ),
+ mId(NPatchData::INVALID_NPATCH_DATA_ID),
+ mAuxiliaryResourceStatus(Toolkit::Visual::ResourceStatus::PREPARING),
+ mBorderOnly(false),
mBorder(),
- mAuxiliaryImageAlpha( 0.0f )
+ mAuxiliaryImageAlpha(0.0f),
+ mReleasePolicy(Toolkit::ImageVisual::ReleasePolicy::DETACHED)
{
- EnablePreMultipliedAlpha( mFactoryCache.GetPreMultiplyOnLoad() );
+ EnablePreMultipliedAlpha(mFactoryCache.GetPreMultiplyOnLoad());
}
NPatchVisual::~NPatchVisual()
{
+ if(Stage::IsInstalled() && (mId != NPatchData::INVALID_NPATCH_DATA_ID) && (mReleasePolicy != Toolkit::ImageVisual::ReleasePolicy::NEVER))
+ {
+ mLoader.Remove(mId, this);
+ mId = NPatchData::INVALID_NPATCH_DATA_ID;
+ }
+}
+
+void NPatchVisual::OnInitialize()
+{
+ // Get basic geometry and shader
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+ Shader shader = mImageVisualShaderFactory.GetShader(
+ mFactoryCache,
+ ImageVisualShaderFeature::FeatureBuilder());
+
+ mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
+
+ //Register transform properties
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
Geometry NPatchVisual::CreateGeometry()
{
- Geometry geometry;
- const NPatchLoader::Data* data;
- if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
+ Geometry geometry;
+ const NPatchData* data;
+ if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
- if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
+ if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
{
- if( DALI_UNLIKELY( mBorderOnly ) )
+ if(DALI_UNLIKELY(mBorderOnly))
{
- geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY );
+ geometry = GetNinePatchGeometry(VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY);
}
else
{
- if( data->renderingMap )
+ if(data->GetRenderingMap())
{
uint32_t elementCount[2];
- geometry = RenderingAddOn::Get().CreateGeometryGrid(data->renderingMap, Uint16Pair(3, 3), elementCount );
- if( mImpl->mRenderer )
+ geometry = RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), Uint16Pair(3, 3), elementCount);
+ if(mImpl->mRenderer)
{
- RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->renderingMap);
+ RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
}
}
else
{
- geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
+ geometry = GetNinePatchGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY);
}
}
}
- else if( data->stretchPixelsX.Size() > 0 || data->stretchPixelsY.Size() > 0)
+ else if(data->GetStretchPixelsX().Size() > 0 || data->GetStretchPixelsY().Size() > 0)
{
- Uint16Pair gridSize( 2 * data->stretchPixelsX.Size() + 1, 2 * data->stretchPixelsY.Size() + 1 );
- if( !data->renderingMap )
+ Uint16Pair gridSize(2 * data->GetStretchPixelsX().Size() + 1, 2 * data->GetStretchPixelsY().Size() + 1);
+ if(!data->GetRenderingMap())
{
- geometry = !mBorderOnly ? CreateGridGeometry( gridSize ) : CreateBorderGeometry( gridSize );
+ geometry = !mBorderOnly ? NPatchHelper::CreateGridGeometry(gridSize) : NPatchHelper::CreateBorderGeometry(gridSize);
}
else
{
uint32_t elementCount[2];
- geometry = !mBorderOnly ?
- RenderingAddOn::Get().CreateGeometryGrid(data->renderingMap, gridSize, elementCount ) : CreateBorderGeometry(gridSize );
- if( mImpl->mRenderer )
+ geometry = !mBorderOnly ? RenderingAddOn::Get().CreateGeometryGrid(data->GetRenderingMap(), gridSize, elementCount) : NPatchHelper::CreateBorderGeometry(gridSize);
+ if(mImpl->mRenderer)
{
- RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->renderingMap);
+ RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
}
}
}
else
{
// no N patch data so use default geometry
- geometry = GetNinePatchGeometry( VisualFactoryCache::NINE_PATCH_GEOMETRY );
+ geometry = GetNinePatchGeometry(VisualFactoryCache::NINE_PATCH_GEOMETRY);
}
return geometry;
}
Shader NPatchVisual::CreateShader()
{
- Shader shader;
- const NPatchLoader::Data* data;
+ Shader shader;
+ const NPatchData* 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;
NPatchUtility::StretchRanges::SizeType yStretchCount = 0;
- auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
- : FRAGMENT_SHADER;
+ auto fragmentShader = mAuxiliaryPixelBuffer ? SHADER_NPATCH_VISUAL_MASK_SHADER_FRAG
+ : SHADER_NPATCH_VISUAL_SHADER_FRAG;
auto shaderType = mAuxiliaryPixelBuffer ? VisualFactoryCache::NINE_PATCH_MASK_SHADER
: VisualFactoryCache::NINE_PATCH_SHADER;
// ask loader for the regions
- if( mLoader.GetNPatchData( mId, data ) )
+ if(mLoader.GetNPatchData(mId, data))
{
- xStretchCount = data->stretchPixelsX.Count();
- yStretchCount = data->stretchPixelsY.Count();
+ xStretchCount = data->GetStretchPixelsX().Count();
+ yStretchCount = data->GetStretchPixelsY().Count();
}
- if( DALI_LIKELY( !mImpl->mCustomShader ) )
+ if(DALI_LIKELY(!mImpl->mCustomShader))
{
- if( DALI_LIKELY( ( xStretchCount == 1 && yStretchCount == 1 ) ||
- ( xStretchCount == 0 && yStretchCount == 0 ) ) )
+ if(DALI_LIKELY((xStretchCount == 1 && yStretchCount == 1) ||
+ (xStretchCount == 0 && yStretchCount == 0)))
{
- shader = mFactoryCache.GetShader( shaderType );
- if( DALI_UNLIKELY( !shader ) )
+ shader = mFactoryCache.GetShader(shaderType);
+ if(DALI_UNLIKELY(!shader))
{
- shader = Shader::New( VERTEX_SHADER_3X3, fragmentShader );
+ shader = Shader::New(SHADER_NPATCH_VISUAL_3X3_SHADER_VERT, fragmentShader);
// Only cache vanilla 9 patch shaders
- mFactoryCache.SaveShader( shaderType, shader );
+ mFactoryCache.SaveShader(shaderType, shader);
}
}
- else if( xStretchCount > 0 || yStretchCount > 0)
+ else if(xStretchCount > 0 || yStretchCount > 0)
{
std::stringstream vertexShader;
vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
<< "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
- << VERTEX_SHADER;
+ << SHADER_NPATCH_VISUAL_SHADER_VERT;
- shader = Shader::New( vertexShader.str(), fragmentShader );
+ shader = Shader::New(vertexShader.str(), fragmentShader);
}
}
else
{
Dali::Shader::Hint::Value hints = Dali::Shader::Hint::NONE;
- if( !mImpl->mCustomShader->mFragmentShader.empty() )
+ if(!mImpl->mCustomShader->mFragmentShader.empty())
{
fragmentShader = mImpl->mCustomShader->mFragmentShader.c_str();
}
hints = mImpl->mCustomShader->mHints;
/* Apply Custom Vertex Shader only if image is 9-patch */
- if( ( xStretchCount == 1 && yStretchCount == 1 ) ||
- ( xStretchCount == 0 && yStretchCount == 0 ) )
+ if((xStretchCount == 1 && yStretchCount == 1) ||
+ (xStretchCount == 0 && yStretchCount == 0))
{
- const char* vertexShader = VERTEX_SHADER_3X3;
+ const char* vertexShader = SHADER_NPATCH_VISUAL_3X3_SHADER_VERT.data();
- if( !mImpl->mCustomShader->mVertexShader.empty() )
+ if(!mImpl->mCustomShader->mVertexShader.empty())
{
vertexShader = mImpl->mCustomShader->mVertexShader.c_str();
}
- shader = Shader::New( vertexShader, fragmentShader, hints );
+ shader = Shader::New(vertexShader, fragmentShader, hints);
}
- else if( xStretchCount > 0 || yStretchCount > 0)
+ else if(xStretchCount > 0 || yStretchCount > 0)
{
std::stringstream vertexShader;
vertexShader << "#define FACTOR_SIZE_X " << xStretchCount + 2 << "\n"
<< "#define FACTOR_SIZE_Y " << yStretchCount + 2 << "\n"
- << VERTEX_SHADER;
+ << SHADER_NPATCH_VISUAL_SHADER_VERT;
- shader = Shader::New( vertexShader.str(), fragmentShader, hints );
+ shader = Shader::New(vertexShader.str(), fragmentShader, hints);
}
}
void NPatchVisual::ApplyTextureAndUniforms()
{
- const NPatchLoader::Data* data;
- TextureSet textureSet;
+ const NPatchData* data;
+ TextureSet textureSet;
- if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
+ if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
- textureSet = data->textureSet;
-
- if( data->stretchPixelsX.Size() == 1 && data->stretchPixelsY.Size() == 1 )
- {
- //special case for 9 patch
- Uint16Pair stretchX = data->stretchPixelsX[ 0 ];
- Uint16Pair stretchY = data->stretchPixelsY[ 0 ];
+ textureSet = data->GetTextures();
+ NPatchHelper::ApplyTextureAndUniforms(mImpl->mRenderer, data);
- uint16_t stretchWidth = ( stretchX.GetY() >= stretchX.GetX() ) ? stretchX.GetY() - stretchX.GetX() : 0;
- uint16_t stretchHeight = ( stretchY.GetY() >= stretchY.GetX() ) ? stretchY.GetY() - stretchY.GetX() : 0;
-
- mImpl->mRenderer.RegisterProperty( "uFixed[0]", Vector2::ZERO );
- mImpl->mRenderer.RegisterProperty( "uFixed[1]", Vector2( stretchX.GetX(), stretchY.GetX()) );
- mImpl->mRenderer.RegisterProperty( "uFixed[2]", Vector2( data->croppedWidth - stretchWidth, data->croppedHeight - stretchHeight ) );
- mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( stretchWidth, stretchHeight ) );
- }
- else
+ if(mAuxiliaryPixelBuffer)
{
- mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsX[0]", Vector2::ZERO );
- mImpl->mRenderer.RegisterProperty( "uNinePatchFactorsY[0]", Vector2::ZERO );
+ // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
+ // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
+ // on GL interpolation alone.
+ if(mAuxiliaryPixelBuffer.GetWidth() < data->GetCroppedWidth() &&
+ mAuxiliaryPixelBuffer.GetHeight() < data->GetCroppedHeight())
+ {
+ mAuxiliaryPixelBuffer.Resize(data->GetCroppedWidth(), data->GetCroppedHeight());
+ }
- RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsX", data->stretchPixelsX, data->croppedWidth );
- RegisterStretchProperties( mImpl->mRenderer, "uNinePatchFactorsY", data->stretchPixelsY, data->croppedHeight );
+ // Note, this resets mAuxiliaryPixelBuffer handle
+ auto auxiliaryPixelData = Devel::PixelBuffer::Convert(mAuxiliaryPixelBuffer);
+
+ auto texture = Texture::New(TextureType::TEXTURE_2D,
+ auxiliaryPixelData.GetPixelFormat(),
+ auxiliaryPixelData.GetWidth(),
+ auxiliaryPixelData.GetHeight());
+ texture.Upload(auxiliaryPixelData);
+
+ // TODO : This code exist due to the texture cache manager hold TextureSet, not Texture.
+ // 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, texture);
+ textureSet = tempTextureSet;
+
+ mImpl->mRenderer.RegisterProperty(DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
+ AUXILIARY_IMAGE_ALPHA_NAME,
+ mAuxiliaryImageAlpha);
}
+ mImpl->mRenderer.SetTextures(textureSet);
}
else
{
- DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str() );
- textureSet = TextureSet::New();
-
- 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 );
- mImpl->mRenderer.RegisterProperty( "uStretchTotal", Vector2( croppedImage.GetWidth(), croppedImage.GetHeight() ) );
- }
-
- if( mAuxiliaryPixelBuffer )
- {
- // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
- // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
- // on GL interpolation alone.
- if( mAuxiliaryPixelBuffer.GetWidth() < data->croppedWidth &&
- mAuxiliaryPixelBuffer.GetHeight() < data->croppedHeight )
+ DALI_LOG_ERROR("The N patch image '%s' is not a valid N patch image\n", mImageUrl.GetUrl().c_str());
+ Actor actor = mPlacementActor.GetHandle();
+ Vector2 imageSize = Vector2::ZERO;
+ if(actor)
{
- mAuxiliaryPixelBuffer.Resize( data->croppedWidth, data->croppedHeight );
+ imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
}
-
- // Note, this resets mAuxiliaryPixelBuffer handle
- auto auxiliaryPixelData = Devel::PixelBuffer::Convert( mAuxiliaryPixelBuffer );
-
- auto texture = Texture::New( TextureType::TEXTURE_2D,
- auxiliaryPixelData.GetPixelFormat(), auxiliaryPixelData.GetWidth(),
- auxiliaryPixelData.GetHeight() );
- texture.Upload( auxiliaryPixelData );
- textureSet.SetTexture( 1, texture );
- mImpl->mRenderer.RegisterProperty( DevelImageVisual::Property::AUXILIARY_IMAGE_ALPHA,
- AUXILIARY_IMAGE_ALPHA_NAME, mAuxiliaryImageAlpha );
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize, false);
}
- mImpl->mRenderer.SetTextures( textureSet );
// Register transform properties
- mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
}
-Geometry NPatchVisual::GetNinePatchGeometry( VisualFactoryCache::GeometryType subType )
+Geometry NPatchVisual::GetNinePatchGeometry(VisualFactoryCache::GeometryType subType)
{
- Geometry geometry = mFactoryCache.GetGeometry( subType );
- if( !geometry )
+ Geometry geometry = mFactoryCache.GetGeometry(subType);
+ if(!geometry)
{
- if( DALI_LIKELY( VisualFactoryCache::NINE_PATCH_GEOMETRY == subType ) )
+ if(DALI_LIKELY(VisualFactoryCache::NINE_PATCH_GEOMETRY == subType))
{
- geometry = CreateGridGeometry( Uint16Pair( 3, 3 ) );
+ geometry = NPatchHelper::CreateGridGeometry(Uint16Pair(3, 3));
}
- else if( VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType )
+ else if(VisualFactoryCache::NINE_PATCH_BORDER_GEOMETRY == subType)
{
- geometry = CreateBorderGeometry( Uint16Pair( 3, 3 ) );
+ geometry = NPatchHelper::CreateBorderGeometry(Uint16Pair(3, 3));
}
- mFactoryCache.SaveGeometry( subType, geometry );
+ mFactoryCache.SaveGeometry(subType, geometry);
}
return geometry;
}
-Geometry NPatchVisual::CreateGridGeometry( Uint16Pair gridSize )
+void NPatchVisual::SetResource()
{
- uint16_t gridWidth = gridSize.GetWidth();
- uint16_t gridHeight = gridSize.GetHeight();
-
- // Create vertices
- Vector< Vector2 > vertices;
- vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
-
- for( int y = 0; y < gridHeight + 1; ++y )
+ const NPatchData* data;
+ if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data))
{
- for( int x = 0; x < gridWidth + 1; ++x )
- {
- AddVertex( vertices, x, y );
- }
- }
+ Geometry geometry = CreateGeometry();
+ Shader shader = CreateShader();
- // Create indices
- Vector< unsigned short > indices;
- indices.Reserve( gridWidth * gridHeight * 6 );
+ mImpl->mRenderer.SetGeometry(geometry);
+ mImpl->mRenderer.SetShader(shader);
- unsigned int rowIdx = 0;
- unsigned int nextRowIdx = gridWidth + 1;
- for( int y = 0; y < gridHeight; ++y, ++nextRowIdx, ++rowIdx )
- {
- for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
+ if(RenderingAddOn::Get().IsValid())
{
- AddQuadIndices( indices, rowIdx, nextRowIdx );
+ RenderingAddOn::Get().SubmitRenderTask(mImpl->mRenderer, data->GetRenderingMap());
}
- }
-
- return GenerateGeometry( vertices, indices );
-}
-
-Geometry NPatchVisual::CreateBorderGeometry( Uint16Pair gridSize )
-{
- uint16_t gridWidth = gridSize.GetWidth();
- uint16_t gridHeight = gridSize.GetHeight();
-
- // Create vertices
- Vector< Vector2 > vertices;
- vertices.Reserve( ( gridWidth + 1 ) * ( gridHeight + 1 ) );
-
- //top
- int y = 0;
- for(; y < 2; ++y)
- {
- for( int x = 0; x < gridWidth + 1; ++x )
+ Actor actor = mPlacementActor.GetHandle();
+ if(actor)
{
- AddVertex( vertices, x, y );
+ ApplyTextureAndUniforms();
+ actor.AddRenderer(mImpl->mRenderer);
+ mPlacementActor.Reset();
}
- }
- for(; y < gridHeight - 1; ++y)
- {
- //left
- AddVertex( vertices, 0, y );
- AddVertex( vertices, 1, y );
-
- //right
- AddVertex( vertices, gridWidth - 1, y );
- AddVertex( vertices, gridWidth, y );
- }
-
- //bottom
- for(; y < gridHeight + 1; ++y)
- {
- for( int x = 0; x < gridWidth + 1; ++x )
+ // npatch loaded and ready to display
+ if(data->GetLoadingState() != NPatchData::LoadingState::LOAD_COMPLETE)
{
- AddVertex( vertices, x, y );
+ ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
}
- }
-
- // Create indices
- Vector< unsigned short > indices;
- indices.Reserve( gridWidth * gridHeight * 6 );
-
- //top
- unsigned int rowIdx = 0 ;
- unsigned int nextRowIdx = gridWidth + 1;
- for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
- {
- AddQuadIndices( indices, rowIdx, nextRowIdx );
- }
-
- if(gridHeight > 2)
- {
- rowIdx = gridWidth + 1;
- nextRowIdx = ( gridWidth + 1 ) * 2;
-
- unsigned increment = gridWidth - 1;
- if(gridHeight > 3)
+ else
{
- increment = 2;
- //second row left
- AddQuadIndices( indices, rowIdx, nextRowIdx );
-
- rowIdx = gridWidth * 2;
- nextRowIdx = ( gridWidth + 1 ) * 2 + 2;
- //second row right
- AddQuadIndices( indices, rowIdx, nextRowIdx );
-
- //left and right
- rowIdx = nextRowIdx - 2;
- nextRowIdx = rowIdx + 4;
- for(int y = 2; y < 2*(gridHeight - 3); ++y, rowIdx += 2, nextRowIdx += 2)
- {
- AddQuadIndices( indices, rowIdx, nextRowIdx );
- }
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
-
- //second row left
- AddQuadIndices( indices, rowIdx, nextRowIdx );
-
- rowIdx += increment;
- nextRowIdx += gridWidth - 1;
- //second row right
- AddQuadIndices( indices, rowIdx, nextRowIdx );
}
-
- //bottom
- rowIdx = nextRowIdx - gridWidth + 1;
- nextRowIdx = rowIdx + gridWidth + 1;
- for( int x = 0; x < gridWidth; ++x, ++nextRowIdx, ++rowIdx )
- {
- AddQuadIndices( indices, rowIdx, nextRowIdx );
- }
-
- return GenerateGeometry( vertices, indices );
}
-void NPatchVisual::SetResource()
+void NPatchVisual::LoadComplete(bool loadSuccess, TextureInformation textureInformation)
{
- const NPatchLoader::Data* data;
- if( mImpl->mRenderer && mLoader.GetNPatchData( mId, data ) )
+ if(textureInformation.returnType == TextureUploadObserver::ReturnType::TEXTURE) // For the Url.
{
- Geometry geometry = CreateGeometry();
- Shader shader = CreateShader();
-
- mImpl->mRenderer.SetGeometry( geometry );
- mImpl->mRenderer.SetShader( shader );
-
- Actor actor = mPlacementActor.GetHandle();
- if( actor )
+ if(textureInformation.textureId != TextureManager::INVALID_TEXTURE_ID)
{
- ApplyTextureAndUniforms();
- actor.AddRenderer( mImpl->mRenderer );
- mPlacementActor.Reset();
-
- // npatch loaded and ready to display
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ if(mId == NPatchData::INVALID_NPATCH_DATA_ID)
+ {
+ // Special case when mLoader.Load call LoadComplete function before mId setup.
+ // We can overwrite mId.
+ mId = static_cast<NPatchData::NPatchDataId>(textureInformation.textureId);
+ }
}
- }
-}
-
-void NPatchVisual::LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied )
-{
- if( url.GetUrl() == mAuxiliaryUrl.GetUrl() )
- {
- mAuxiliaryPixelBuffer = pixelBuffer;
- const NPatchLoader::Data* data;
- if( mLoader.GetNPatchData( mId, data ) && data->loadCompleted )
+ if(loadSuccess)
{
- SetResource();
+ EnablePreMultipliedAlpha(textureInformation.preMultiplied);
}
}
- else
+ else // For the AuxiliaryUrl : ReturnType::PIXEL_BUFFER
{
- Devel::PixelBuffer loadedPixelBuffer;
- if( loadSuccess )
+ if(loadSuccess && textureInformation.url == mAuxiliaryUrl.GetUrl())
{
- loadedPixelBuffer = pixelBuffer;
- EnablePreMultipliedAlpha( preMultiplied );
+ mAuxiliaryPixelBuffer = textureInformation.pixelBuffer;
+ mAuxiliaryResourceStatus = Toolkit::Visual::ResourceStatus::READY;
}
else
{
- loadedPixelBuffer = LoadImageFromFile( mFactoryCache.GetTextureManager().GetBrokenImageUrl() );
+ mAuxiliaryResourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
}
- mLoader.SetNPatchData( loadSuccess, mId, loadedPixelBuffer, url, preMultiplied );
-
- if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() )
+ }
+ // If auxiliaryUrl didn't required OR auxiliaryUrl load done.
+ if(!mAuxiliaryUrl.IsValid() || mAuxiliaryResourceStatus != Toolkit::Visual::ResourceStatus::PREPARING)
+ {
+ const NPatchData* data;
+ // and.. If Url loading done.
+ if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
{
SetResource();
}