// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/image-atlas-manager.h>
#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-feature-builder.h>
#include <dali-toolkit/internal/visuals/svg/svg-task.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
void SvgVisual::DoSetOffScene(Actor& actor)
{
- // Remove loading & rasterizing task
- if(mLoadingTask)
- {
- Dali::AsyncTaskManager::Get().RemoveTask(mLoadingTask);
- mLoadingTask.Reset();
- }
+ // Remove rasterizing task
if(mRasterizingTask)
{
Dali::AsyncTaskManager::Get().RemoveTask(mRasterizingTask);
{
if(mImpl->mRenderer)
{
+ // Remove previous task
+ if(mRasterizingTask)
+ {
+ Dali::AsyncTaskManager::Get().RemoveTask(mRasterizingTask);
+ mRasterizingTask.Reset();
+ }
+
unsigned int width = static_cast<unsigned int>(size.width);
unsigned int height = static_cast<unsigned int>(size.height);
void SvgVisual::ApplyRasterizedImage(SvgTaskPtr task)
{
+ SvgVisualPtr self = this; // Keep reference until this API finished
+
if(task->HasSucceeded())
{
PixelData rasterizedPixelData = task->GetPixelData();
task->GetRenderer().GetDefaultSize(mDefaultWidth, mDefaultHeight);
}
+ // We don't need to keep tasks anymore. reset now.
+ if(task == mLoadingTask)
+ {
+ mLoadingTask.Reset();
+ }
+ if(task == mRasterizingTask)
+ {
+ mRasterizingTask.Reset();
+ }
+
// Rasterization success
if(rasterizedPixelData && IsOnScene())
{
{
mLoadFailed = true;
+ // Remove rasterizing task if we requested before.
+ if(mRasterizingTask)
+ {
+ Dali::AsyncTaskManager::Get().RemoveTask(mRasterizingTask);
+ mRasterizingTask.Reset();
+ }
+
+ // We don't need to keep tasks anymore. reset now.
+ if(task == mLoadingTask)
+ {
+ mLoadingTask.Reset();
+ }
+
Actor actor = mPlacementActor.GetHandle();
if(actor)
{
ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
}
-
- // We don't need to keep tasks anymore. reset now.
- if(task == mLoadingTask)
- {
- mLoadingTask.Reset();
- }
- if(task == mRasterizingTask)
- {
- mRasterizingTask.Reset();
- }
}
void SvgVisual::OnSetTransform()
{
shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
- ImageVisualShaderFeature::FeatureBuilder()
+ ImageVisualShaderFeatureBuilder()
.EnableTextureAtlas(mAttemptAtlasing)
.EnableRoundedCorner(IsRoundedCornerRequired())
.EnableBorderline(IsBorderlineRequired()));