/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
// CLASS HEADER
#include "svg-visual.h"
-// EXTERNAL INCLUDES
-#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/third-party/nanosvg/nanosvg.h>
+#include <dali-toolkit/third-party/nanosvg/nanosvgrast.h>
#include <dali-toolkit/internal/visuals/svg/svg-rasterize-thread.h>
-#include <dali-toolkit/internal/visuals/image/image-visual.h>
-#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
+#include <dali-toolkit/internal/visuals/image-atlas-manager.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
-#include <dali-toolkit/internal/visuals/visual-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
+#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
+
+// EXTERNAL INCLUDES
+#include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/adaptor-framework/file-loader.h>
+#include <dali/integration-api/debug.h>
+
+namespace Dali
+{
+
+namespace Toolkit
+{
+namespace Internal
+{
namespace
{
+// property name
const char * const UNITS("px");
const Dali::Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
+
}
-namespace Dali
+SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
{
+ SvgVisualPtr svgVisual( new SvgVisual( factoryCache, shaderFactory, imageUrl ) );
+ svgVisual->ParseFromUrl( imageUrl );
+ svgVisual->SetProperties( properties );
-namespace Toolkit
-{
+ return svgVisual;
+}
-namespace Internal
+SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
{
+ SvgVisualPtr svgVisual( new SvgVisual( factoryCache, shaderFactory, imageUrl ) );
+ svgVisual->ParseFromUrl( imageUrl );
+
+ return svgVisual;
+}
-SvgVisual::SvgVisual( VisualFactoryCache& factoryCache, ImageAtlasManager& atlasManager )
-: Visual( factoryCache ),
+SvgVisual::SvgVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
+: Visual::Base( factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::SVG ),
+ mImageVisualShaderFactory( shaderFactory ),
mAtlasRect( FULL_TEXTURE_RECT ),
- mAtlasManager( atlasManager ),
- mParsedImage( NULL )
+ mImageUrl( imageUrl ),
+ mParsedImage( NULL ),
+ mPlacementActor(),
+ mVisualSize(Vector2::ZERO),
+ mAttemptAtlasing( false )
{
// the rasterized image is with pre-multiplied alpha format
mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
}
}
-bool SvgVisual::IsSvgUrl( const std::string& url )
+void SvgVisual::DoSetProperties( const Property::Map& propertyMap )
{
- return url.substr( url.find_last_of(".") + 1 ) == "svg";
+ // url already passed in from constructor
+ for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter )
+ {
+ KeyValuePair keyValue = propertyMap.GetKeyValue( iter );
+ if( keyValue.first.type == Property::Key::INDEX )
+ {
+ DoSetProperty( keyValue.first.indexKey, keyValue.second );
+ }
+ else if( keyValue.first == IMAGE_ATLASING )
+ {
+ DoSetProperty( Toolkit::ImageVisual::Property::ATLASING, keyValue.second );
+ }
+ else if( keyValue.first == SYNCHRONOUS_LOADING )
+ {
+ DoSetProperty( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, keyValue.second );
+ }
+ }
}
-void SvgVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void SvgVisual::DoSetProperty( Property::Index index, const Property::Value& value )
{
- Property::Value* imageURLValue = propertyMap.Find( IMAGE_URL_NAME );
- if( imageURLValue )
+ switch( index )
{
- std::string imageUrl;
- if( imageURLValue->Get( imageUrl ) )
+ case Toolkit::ImageVisual::Property::ATLASING:
{
- SetImage( imageUrl );
+ value.Get( mAttemptAtlasing );
+ break;
}
- else
+ case Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING:
{
- DALI_LOG_ERROR( "The property '%s' is not a string\n", IMAGE_URL_NAME );
+ bool sync = false;
+ if( value.Get( sync ) )
+ {
+ if( sync )
+ {
+ mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
+ }
+ else
+ {
+ mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR("ImageVisual: synchronousLoading property has incorrect type\n");
+ }
+ break;
}
}
}
-void SvgVisual::DoSetOnStage( Actor& actor )
+void SvgVisual::DoSetOnScene( Actor& actor )
{
- Shader shader = ImageVisual::GetImageShader( mFactoryCache );
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
- if( !geometry )
+ Shader shader;
+ if( !mImpl->mCustomShader )
+ {
+ shader = mImageVisualShaderFactory.GetShader( mFactoryCache, mAttemptAtlasing, true, false );
+ }
+ else
{
- geometry = mFactoryCache.CreateQuadGeometry();
- mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry );
+ shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
+ mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
+ mImpl->mCustomShader->mHints );
+
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
}
+
+ Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_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( Toolkit::Visual::ResourceStatus::READY );
}
-void SvgVisual::DoSetOffStage( Actor& actor )
+void SvgVisual::DoSetOffScene( Actor& actor )
{
mFactoryCache.GetSVGRasterizationThread()->RemoveTask( this );
actor.RemoveRenderer( mImpl->mRenderer );
mImpl->mRenderer.Reset();
+ mPlacementActor.Reset();
+
+ // Reset the visual size to zero so that when adding the actor back to stage the SVG rasterization is forced
+ mVisualSize = Vector2::ZERO;
}
-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::Visual::Property::TYPE, Toolkit::Visual::SVG );
+ if( mImageUrl.IsValid() )
{
- AddRasterizationTask( size );
+ map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
+ map.Insert( Toolkit::ImageVisual::Property::ATLASING, mAttemptAtlasing );
}
- mImpl->mSize = size;
+ map.Insert( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, IsSynchronousLoadingRequired() );
}
-void SvgVisual::DoCreatePropertyMap( Property::Map& map ) const
+void SvgVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
{
- map.Clear();
- map.Insert( RENDERER_TYPE, IMAGE_RENDERER );
- if( !mImageUrl.empty() )
- {
- map.Insert( IMAGE_URL_NAME, 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.IsLocalResource() )
{
- 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)
+ float meanDpi = ( dpi.height + dpi.width ) * 0.5f;
+ Dali::Vector<char> buffer;
+ if ( Dali::FileLoader::ReadFile( mImageUrl.GetUrl(), buffer ) )
{
- mImpl->mSize.x = size.GetWidth();
- mImpl->mSize.y = size.GetHeight();
+ buffer.PushBack( '\0' );
+ mParsedImage = nsvgParse( buffer.Begin(), UNITS, meanDpi );
}
-
- if( mImpl->mSize != Vector2::ZERO && GetIsOnStage() )
- {
- AddRasterizationTask( mImpl->mSize );
- }
-
- mFactoryCache.GetSVGRasterizationThread()->DeleteImage( parsedImageOld );
}
}
void SvgVisual::AddRasterizationTask( const Vector2& size )
{
- if( mImpl->mRenderer && mParsedImage )
+ if( mImpl->mRenderer )
{
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 );
+ Vector2 dpi = Stage::GetCurrent().GetDpi();
+ float meanDpi = ( dpi.height + dpi.width ) * 0.5f;
+
+ RasterizingTaskPtr newTask = new RasterizingTask( this, mParsedImage, mImageUrl, meanDpi, width, height );
+ if ( IsSynchronousLoadingRequired() )
+ {
+ newTask->Rasterize();
+ ApplyRasterizedImage( newTask->GetParsedImage(), newTask->GetPixelData() );
+ }
+ else
+ {
+ mFactoryCache.GetSVGRasterizationThread()->AddTask( newTask );
+ }
}
}
-void SvgVisual::ApplyRasterizedImage( PixelData rasterizedPixelData )
+void SvgVisual::ApplyRasterizedImage( NSVGimage* parsedSvg, PixelData rasterizedPixelData )
{
- if( GetIsOnStage() )
+ if( mParsedImage == NULL)
+ {
+ mParsedImage = parsedSvg;
+ }
+
+ if( mParsedImage && IsOnScene() )
{
TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
- if( mAtlasRect != FULL_TEXTURE_RECT )
+ if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
{
- mAtlasManager.Remove( currentTextureSet, mAtlasRect );
+ mFactoryCache.GetAtlasManager()->Remove( currentTextureSet, mAtlasRect );
}
- Vector4 atlasRect;
- TextureSet textureSet = mAtlasManager.Add(atlasRect, rasterizedPixelData );
- if( textureSet ) // atlasing
+ TextureSet textureSet;
+
+ if( mAttemptAtlasing && !mImpl->mCustomShader )
{
- if( textureSet != currentTextureSet )
+ Vector4 atlasRect;
+ textureSet = mFactoryCache.GetAtlasManager()->Add(atlasRect, rasterizedPixelData );
+ if( textureSet ) // atlasing
{
- mImpl->mRenderer.SetTextures( textureSet );
+ if( textureSet != currentTextureSet )
+ {
+ mImpl->mRenderer.SetTextures( textureSet );
+ }
+ mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
+ mAtlasRect = atlasRect;
+ mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
}
- mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
- mAtlasRect = atlasRect;
}
- else // no atlasing
+
+ if( !textureSet ) // no atlasing - mAttemptAtlasing is false or adding to atlas is failed
{
- 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( Toolkit::Visual::ResourceStatus::READY );
+ }
+ else if( !mParsedImage )
+ {
+ ResourceReady( Toolkit::Visual::ResourceStatus::FAILED );
}
}
+void SvgVisual::OnSetTransform()
+{
+ Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
+ if( IsOnScene() )
+ {
+ if( visualSize != mVisualSize )
+ {
+ AddRasterizationTask( visualSize );
+ mVisualSize = visualSize;
+ }
+ }
+
+ if(mImpl->mRenderer)
+ {
+ mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ }
+}
+
+bool SvgVisual::IsResourceReady() const
+{
+ return ( mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::READY ||
+ mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::FAILED );
+}
} // namespace Internal