// EXTERNAL INCLUDES
#include <dali/public-api/common/intrusive-ptr.h>
#include <dali/public-api/images/image-operations.h>
+#include <dali/public-api/object/weak-handle.h>
#include <dali/public-api/rendering/geometry.h>
#include <dali/public-api/rendering/sampler.h>
#include <dali/public-api/rendering/shader.h>
-#include <dali/public-api/object/weak-handle.h>
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/image-visual-properties.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/public-api/visuals/image-visual-properties.h>
namespace Dali
{
-
namespace Toolkit
{
-
namespace Internal
{
class ImageVisualShaderFactory;
class NPatchVisual;
-typedef IntrusivePtr< NPatchVisual > NPatchVisualPtr;
+typedef IntrusivePtr<NPatchVisual> NPatchVisualPtr;
/**
* The visual which renders an 9 patch image to the control's quad
* | auxiliaryImage | STRING |
* | auxiliaryImageAlpha | FLOAT |
*/
-class NPatchVisual: public Visual::Base, public TextureUploadObserver
+class NPatchVisual : public Visual::Base, public TextureUploadObserver
{
public:
/**
*/
static NPatchVisualPtr New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl);
-public: // from Visual
-
+public: // from Visual
/**
* @copydoc Visual::Base::GetNaturalSize
*/
- void GetNaturalSize( Vector2& naturalSize ) override;
+ void GetNaturalSize(Vector2& naturalSize) override;
/**
* @copydoc Visual::Base::CreatePropertyMap
*/
- void DoCreatePropertyMap( Property::Map& map ) const override;
+ void DoCreatePropertyMap(Property::Map& map) const override;
/**
* @copydoc Visual::Base::CreateInstancePropertyMap
*/
- void DoCreateInstancePropertyMap( Property::Map& map ) const override;
+ void DoCreateInstancePropertyMap(Property::Map& map) const override;
protected:
-
/**
* @brief Constructor.
*
/**
* @copydoc Visual::Base::DoSetProperties
*/
- void DoSetProperties( const Property::Map& propertyMap ) override;
+ void DoSetProperties(const Property::Map& propertyMap) override;
/**
* @copydoc Visual::Base::DoSetOnScene
*/
- void DoSetOnScene( Actor& actor ) override;
+ void DoSetOnScene(Actor& actor) override;
/**
* @copydoc Visual::Base::DoSetOffScene
*/
- void DoSetOffScene( Actor& actor ) override;
+ void DoSetOffScene(Actor& actor) override;
/**
* @copydoc Visual::Base::OnSetTransform
void OnSetTransform() override;
private:
-
/**
* Loads the NPatch image and the Auxiliary image if needed
*/
* @param subType to use
* @return the geometry
*/
- Geometry GetNinePatchGeometry( VisualFactoryCache::GeometryType subType );
+ Geometry GetNinePatchGeometry(VisualFactoryCache::GeometryType subType);
/**
* @brief Creates a geometry for the grid size to be used by this visuals' shaders
* @param[in] gridSize The grid size of the solid geometry to create
* @return Returns the created geometry for the grid size
*/
- Geometry CreateGridGeometry( Uint16Pair gridSize );
+ Geometry CreateGridGeometry(Uint16Pair gridSize);
/**
* @brief Creates a geometry with the border only for the grid size to be used by this visuals' shaders
* @param[in] gridSize The grid size of the solid geometry to create
* @return Returns the created geometry for the grid size
*/
- Geometry CreateBorderGeometry( Uint16Pair gridSize );
+ Geometry CreateBorderGeometry(Uint16Pair gridSize);
/**
* @brief Creates a renderer by using loaded resource.
void SetResource();
private:
-
/**
* @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.
*/
- void UploadComplete( bool loadSuccess, int32_t textureId, TextureSet textureSet, bool useAtlasing, const Vector4& atlasRect, bool preMultiplied ) override;
+ void UploadComplete(bool loadSuccess, int32_t textureId, TextureSet textureSet, bool useAtlasing, const Vector4& atlasRect, bool preMultiplied) override;
/**
* @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 loading is finished.
*/
- void LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied ) override;
+ void LoadComplete(bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied) override;
private:
WeakHandle<Actor> mPlacementActor; ///< Weakhandle to contain Actor during texture loading
bool mBorderOnly; ///< if only border is desired
Rect<int> mBorder; ///< The size of the border
float mAuxiliaryImageAlpha; ///< The alpha value for the auxiliary image only
- Toolkit::ImageVisual::ReleasePolicy::Type mReleasePolicy; ///< The release policy to determine when an image should no longer be cached.
+ Toolkit::ImageVisual::ReleasePolicy::Type mReleasePolicy; ///< The release policy to determine when an image should no longer be cached.
};
} // namespace Internal