/*
- * Copyright (c) 2021 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 <dali-toolkit/public-api/visuals/image-visual-properties.h>
// EXTERNAL INCLUDES
-#include <dali/devel-api/adaptor-framework/file-loader.h>
#include <dali/devel-api/common/stage.h>
#include <dali/integration-api/debug.h>
{
namespace
{
+const int CUSTOM_PROPERTY_COUNT(6); // atlas + corner/border
+
// property name
const Dali::Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
SvgVisualPtr SvgVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties)
{
SvgVisualPtr svgVisual(new SvgVisual(factoryCache, shaderFactory, imageUrl));
- svgVisual->Load();
svgVisual->SetProperties(properties);
svgVisual->Initialize();
return svgVisual;
SvgVisualPtr SvgVisual::New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl)
{
SvgVisualPtr svgVisual(new SvgVisual(factoryCache, shaderFactory, imageUrl));
- svgVisual->Load();
svgVisual->Initialize();
return svgVisual;
}
mDefaultWidth(0),
mDefaultHeight(0),
mPlacementActor(),
- mVisualSize(Vector2::ZERO),
+ mRasterizedSize(Vector2::ZERO),
mLoadFailed(false),
mAttemptAtlasing(false)
{
void SvgVisual::OnInitialize()
{
- Shader shader;
- if(!mImpl->mCustomShader)
- {
- shader = mImageVisualShaderFactory.GetShader(mFactoryCache, mAttemptAtlasing, true, IsRoundedCornerRequired());
- }
- else
- {
- shader = Shader::New(mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource().data() : mImpl->mCustomShader->mVertexShader,
- mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource().data() : mImpl->mCustomShader->mFragmentShader,
- mImpl->mCustomShader->mHints);
-
- shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
- }
-
+ Shader shader = GenerateShader();
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- mImpl->mRenderer = Renderer::New(geometry, shader);
+ mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
}
void SvgVisual::DoSetProperties(const Property::Map& propertyMap)
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);
// Defer the rasterisation task until we get given a size (by Size Negotiation algorithm)
if(mLoadFailed)
{
- Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
- textureSet.SetTexture(0u, brokenImage);
-
+ Vector2 imageSize = Vector2::ZERO;
+ imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
actor.AddRenderer(mImpl->mRenderer);
ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
}
else
{
- // SVG visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
- ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+ if(mImpl->mEventObserver)
+ {
+ // SVG visual needs it's size set before it can be rasterized hence request relayout once on stage
+ mImpl->mEventObserver->RelayoutRequest(*this);
+ }
}
}
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;
+ mRasterizedSize = Vector2::ZERO;
}
void SvgVisual::GetNaturalSize(Vector2& naturalSize)
{
- naturalSize.x = mDefaultWidth;
- naturalSize.y = mDefaultHeight;
+ if(mLoadFailed && mImpl->mRenderer)
+ {
+ // Load failed, use broken image size
+ auto textureSet = mImpl->mRenderer.GetTextures();
+ if(textureSet && textureSet.GetTextureCount())
+ {
+ auto texture = textureSet.GetTexture(0);
+ if(texture)
+ {
+ naturalSize.x = texture.GetWidth();
+ naturalSize.y = texture.GetHeight();
+ return;
+ }
+ }
+ }
+ else
+ {
+ naturalSize.x = mDefaultWidth;
+ naturalSize.y = mDefaultHeight;
+ }
}
void SvgVisual::DoCreatePropertyMap(Property::Map& map) const
// Do nothing
}
-void SvgVisual::Load()
+void SvgVisual::EnablePreMultipliedAlpha(bool preMultiplied)
{
- // load remote resource on svg rasterize thread.
- if(mImageUrl.IsLocalResource())
+ // Make always enable pre multiplied alpha whether preMultiplied value is false.
+ if(!preMultiplied)
{
- Dali::Vector<uint8_t> buffer;
- if(Dali::FileLoader::ReadFile(mImageUrl.GetUrl(), buffer))
- {
- buffer.PushBack('\0');
-
- Vector2 dpi = Stage::GetCurrent().GetDpi();
- float meanDpi = (dpi.height + dpi.width) * 0.5f;
- if(!mVectorRenderer.Load(buffer, meanDpi))
- {
- mLoadFailed = true;
- DALI_LOG_ERROR("SvgVisual::Load: Failed to load file! [%s]\n", mImageUrl.GetUrl().c_str());
- return;
- }
- mVectorRenderer.GetDefaultSize(mDefaultWidth, mDefaultHeight);
- }
- else
- {
- mLoadFailed = true;
- DALI_LOG_ERROR("SvgVisual::Load: Failed to read file! [%s]\n", mImageUrl.GetUrl().c_str());
- }
+ DALI_LOG_WARNING("Note : SvgVisual cannot disable PreMultipliedAlpha\n");
}
}
float meanDpi = (dpi.height + dpi.width) * 0.5f;
RasterizingTaskPtr newTask = new RasterizingTask(this, mVectorRenderer, mImageUrl, meanDpi, width, height);
+
if(IsSynchronousLoadingRequired() && mImageUrl.IsLocalResource())
{
newTask->Load();
newTask->Rasterize();
- ApplyRasterizedImage(newTask->GetVectorRenderer(), newTask->GetPixelData(), newTask->IsLoaded());
+ ApplyRasterizedImage(newTask->GetPixelData(), newTask->IsLoaded());
}
else
{
}
}
-void SvgVisual::ApplyRasterizedImage(VectorImageRenderer vectorRenderer, PixelData rasterizedPixelData, bool isLoaded)
+void SvgVisual::ApplyRasterizedImage(PixelData rasterizedPixelData, bool isLoaded)
{
if(isLoaded && rasterizedPixelData && IsOnScene())
{
+ if(mDefaultWidth == 0 || mDefaultHeight == 0)
+ {
+ mVectorRenderer.GetDefaultSize(mDefaultWidth, mDefaultHeight);
+ }
+
+ mRasterizedSize.x = static_cast<float>(rasterizedPixelData.GetWidth());
+ mRasterizedSize.y = static_cast<float>(rasterizedPixelData.GetHeight());
+
TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
if(mImpl->mFlags & Impl::IS_ATLASING_APPLIED)
{
}
else if(!isLoaded || !rasterizedPixelData)
{
+ mLoadFailed = true;
+
Actor actor = mPlacementActor.GetHandle();
if(actor)
{
- TextureSet textureSet = mImpl->mRenderer.GetTextures();
-
- Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
- textureSet.SetTexture(0u, brokenImage);
-
+ Vector2 imageSize = Vector2::ZERO;
+ imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
actor.AddRenderer(mImpl->mRenderer);
}
if(IsOnScene() && !mLoadFailed)
{
- if(visualSize != mVisualSize)
+ if(visualSize != mRasterizedSize || mDefaultWidth == 0 || mDefaultHeight == 0)
{
+ mRasterizedSize = visualSize;
AddRasterizationTask(visualSize);
- mVisualSize = visualSize;
}
}
if(mImpl->mRenderer)
{
- mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ mImpl->mTransform.SetUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT);
+ }
+}
+
+void SvgVisual::UpdateShader()
+{
+ if(mImpl->mRenderer)
+ {
+ Shader shader = GenerateShader();
+ mImpl->mRenderer.SetShader(shader);
}
}
-bool SvgVisual::IsResourceReady() const
+Shader SvgVisual::GenerateShader() const
{
- return (mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::READY ||
- mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::FAILED);
+ Shader shader;
+ if(!mImpl->mCustomShader)
+ {
+ shader = mImageVisualShaderFactory.GetShader(
+ mFactoryCache,
+ ImageVisualShaderFeature::FeatureBuilder()
+ .EnableTextureAtlas(mAttemptAtlasing)
+ .EnableRoundedCorner(IsRoundedCornerRequired())
+ .EnableBorderline(IsBorderlineRequired()));
+ }
+ else
+ {
+ shader = Shader::New(mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource().data() : mImpl->mCustomShader->mVertexShader,
+ mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource().data() : mImpl->mCustomShader->mFragmentShader,
+ mImpl->mCustomShader->mHints);
+
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ }
+ return shader;
}
} // namespace Internal