#include <dali/public-api/images/buffer-image.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/math/vector4.h>
-#include <dali/devel-api/images/atlas.h>
#include <dali/devel-api/images/texture-set-image.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/third-party/nanosvg/nanosvg.h>
#include <dali-toolkit/internal/visuals/svg/svg-rasterize-thread.h>
#include <dali-toolkit/internal/visuals/image/image-visual.h>
namespace Internal
{
+SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties )
+{
+ SvgVisualPtr svgVisual( new SvgVisual( factoryCache ) );
+ svgVisual->ParseFromUrl( imageUrl );
+ svgVisual->SetProperties( properties );
+
+ return svgVisual;
+}
+
+SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl )
+{
+ SvgVisualPtr svgVisual( new SvgVisual( factoryCache ) );
+ svgVisual->ParseFromUrl( imageUrl );
+
+ return svgVisual;
+}
+
SvgVisual::SvgVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
mAtlasRect( FULL_TEXTURE_RECT ),
- mParsedImage( NULL )
+ mImageUrl( ),
+ mParsedImage( NULL ),
+ mPlacementActor(),
+ mVisualSize(Vector2::ZERO)
{
// the rasterized image is with pre-multiplied alpha format
mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
}
}
-void SvgVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void SvgVisual::DoSetProperties( const Property::Map& propertyMap )
{
- Property::Value* imageURLValue = propertyMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME );
- if( imageURLValue )
- {
- std::string imageUrl;
- if( imageURLValue->Get( imageUrl ) )
- {
- SetImage( imageUrl );
- }
- else
- {
- DALI_LOG_ERROR( "The property '%s' is not a string\n", IMAGE_URL_NAME );
- }
- }
+ // url already passed in from constructor
}
void SvgVisual::DoSetOnStage( Actor& actor )
{
Shader shader = ImageVisual::GetImageShader( mFactoryCache, true, true );
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
- {
- geometry = mFactoryCache.CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
- }
TextureSet textureSet = TextureSet::New();
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetTextures( textureSet );
- if( mImpl->mSize != Vector2::ZERO && mParsedImage )
- {
- AddRasterizationTask( mImpl->mSize );
- }
+ // Register transform properties
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+
+ // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
+
+ // Hold the weak handle of the placement actor and delay the adding of renderer until the svg rasterization is finished.
+ mPlacementActor = actor;
+
+ // SVG visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
+ ResourceReady();
}
void SvgVisual::DoSetOffStage( Actor& actor )
actor.RemoveRenderer( mImpl->mRenderer );
mImpl->mRenderer.Reset();
+ mPlacementActor.Reset();
}
-void SvgVisual::GetNaturalSize( Vector2& naturalSize ) const
+void SvgVisual::GetNaturalSize( Vector2& naturalSize )
{
if( mParsedImage )
{
}
}
-void SvgVisual::SetSize( const Vector2& size )
+void SvgVisual::DoCreatePropertyMap( Property::Map& map ) const
{
- if(mImpl->mSize != size && mParsedImage && GetIsOnStage() )
+ map.Clear();
+ map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::SVG );
+ if( mImageUrl.IsValid() )
{
- AddRasterizationTask( size );
+ map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
}
- mImpl->mSize = size;
}
-void SvgVisual::DoCreatePropertyMap( Property::Map& map ) const
+void SvgVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
{
- map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE );
- if( !mImageUrl.empty() )
- {
- map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl );
- }
+ // Do nothing
}
-void SvgVisual::SetImage( const std::string& imageUrl, ImageDimensions size )
+void SvgVisual::ParseFromUrl( const VisualUrl& imageUrl )
{
- if( mImageUrl != imageUrl )
+ mImageUrl = imageUrl;
+ if( mImageUrl.IsLocal() )
{
- mImageUrl = imageUrl;
-
- NSVGimage* parsedImageOld = mParsedImage;
-
Vector2 dpi = Stage::GetCurrent().GetDpi();
float meanDpi = (dpi.height + dpi.width) * 0.5f;
- mParsedImage = nsvgParseFromFile(mImageUrl.c_str(), UNITS, meanDpi);
-
- if( size.GetWidth() != 0u && size.GetHeight() != 0u)
- {
- mImpl->mSize.x = size.GetWidth();
- mImpl->mSize.y = size.GetHeight();
- }
-
- if( mImpl->mSize != Vector2::ZERO && GetIsOnStage() )
- {
- AddRasterizationTask( mImpl->mSize );
- }
-
- mFactoryCache.GetSVGRasterizationThread()->DeleteImage( parsedImageOld );
+ mParsedImage = nsvgParseFromFile( mImageUrl.GetUrl().c_str(), UNITS, meanDpi );
}
}
{
unsigned int width = static_cast<unsigned int>(size.width);
unsigned int height = static_cast<unsigned int>( size.height );
- BufferImage image = BufferImage::New( width, height, Pixel::RGBA8888);
RasterizingTaskPtr newTask = new RasterizingTask( this, mParsedImage, width, height );
mFactoryCache.GetSVGRasterizationThread()->AddTask( newTask );
void SvgVisual::ApplyRasterizedImage( PixelData rasterizedPixelData )
{
- if( GetIsOnStage() )
+ if( IsOnStage() )
{
TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
if( mAtlasRect != FULL_TEXTURE_RECT )
}
else // no atlasing
{
- Atlas texture = Atlas::New( rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight() );
- texture.Upload( rasterizedPixelData, 0, 0 );
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, Pixel::RGBA8888,
+ rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight() );
+ texture.Upload( rasterizedPixelData );
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
if( mAtlasRect == FULL_TEXTURE_RECT )
if( textureSet )
{
- TextureSetImage( textureSet, 0u, texture );
+ textureSet.SetTexture( 0, texture );
}
}
+
+ // Rasterized pixels are uploaded to texture. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
+ Actor actor = mPlacementActor.GetHandle();
+ if( actor )
+ {
+ actor.AddRenderer( mImpl->mRenderer );
+ // reset the weak handle so that the renderer only get added to actor once
+ mPlacementActor.Reset();
+ }
+
+ // Svg loaded and ready to display
+ ResourceReady();
}
}
+void SvgVisual::OnSetTransform()
+{
+ Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
+ if( mParsedImage && IsOnStage() )
+ {
+ if( visualSize != mVisualSize )
+ {
+ AddRasterizationTask( visualSize );
+ mVisualSize = visualSize;
+ }
+ }
+}
} // namespace Internal