// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/internal/visuals/visual-url.h>
struct NSVGimage;
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
* @param[in] imageUrl The URL to svg resource to use
+ * @param[in] properties A Property::Map containing settings for this visual
+ * @return A smart-pointer to the newly allocated visual.
*/
- static SvgVisualPtr New( VisualFactoryCache& factoryCache, const std::string& imageUrl );
+ static SvgVisualPtr New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties );
+
+ /**
+ * @brief Create the SVG Visual using the image URL.
+ *
+ * The visual will parse the SVG image once it is set.
+ * And rasterize it into BufferImage synchronously when the associated actor is put on stage, and destroy the BufferImage when it is off stage
+ *
+ * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+ * @param[in] imageUrl The URL to svg resource to use
+ * @return A smart-pointer to the newly allocated visual.
+ */
+ static SvgVisualPtr New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl );
public: // from Visual
virtual void DoCreatePropertyMap( Property::Map& map ) const;
/**
- * @copydoc Visual::Base::DoSetProperty
- */
- virtual void DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue );
-
- /**
- * @copydoc Visual::Base::DoGetProperty
+ * @copydoc Visual::Base::CreateInstancePropertyMap
*/
- virtual Dali::Property::Value DoGetProperty( Dali::Property::Index index );
+ virtual void DoCreateInstancePropertyMap( Property::Map& map ) const;
protected:
*
* @param[in] imageUrl The URL of the image to parse the SVG from.
*/
- void ParseFromUrl( const std::string& imageUrl );
+ void ParseFromUrl( const VisualUrl& imageUrl );
/**
* @bried Rasterize the svg with the given size, and add it to the visual.
private:
Vector4 mAtlasRect;
- std::string mImageUrl;
+ VisualUrl mImageUrl;
NSVGimage* mParsedImage;
WeakHandle<Actor> mPlacementActor;
Vector2 mVisualSize;