#define DALI_TOOLKIT_INTERNAL_SVG_VISUAL_H
/*
- * 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.
*
*/
+// EXTERNAL INCLUDES
+#include <dali/public-api/common/intrusive-ptr.h>
+#include <dali/public-api/object/weak-handle.h>
+
// INTERNAL INCLUDES
#include <dali-toolkit/internal/visuals/visual-base-impl.h>
-
-struct NSVGimage;
+#include <dali-toolkit/internal/visuals/visual-url.h>
namespace Dali
{
namespace Internal
{
+class ImageVisualShaderFactory;
+class SvgVisual;
+typedef IntrusivePtr< SvgVisual > SvgVisualPtr;
+
/**
* The visual which renders a svg image
*
public:
/**
- * @brief Constructor.
+ * @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] shaderFactory The ImageVisualShaderFactory 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.
*/
- SvgVisual( VisualFactoryCache& factoryCache );
+ static SvgVisualPtr New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties );
/**
- * @brief A reference counted object may only be deleted by calling Unreference().
+ * @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] shaderFactory The ImageVisualShaderFactory object
+ * @param[in] imageUrl The URL to svg resource to use
+ * @return A smart-pointer to the newly allocated visual.
*/
- ~SvgVisual();
+ static SvgVisualPtr New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl );
public: // from Visual
/**
- * @copydoc Visual::GetNaturalSize
+ * @copydoc Visual::Base::GetNaturalSize
*/
- virtual void GetNaturalSize( Vector2& naturalSize ) const;
+ void GetNaturalSize( Vector2& naturalSize ) override;
/**
- * @copydoc Visual::SetSize
+ * @copydoc Visual::Base::CreatePropertyMap
*/
- virtual void SetSize( const Vector2& size );
+ void DoCreatePropertyMap( Property::Map& map ) const override;
/**
- * @copydoc Visual::CreatePropertyMap
+ * @copydoc Visual::Base::CreateInstancePropertyMap
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
+ void DoCreateInstancePropertyMap( Property::Map& map ) const override;
protected:
/**
- * @copydoc Visual::DoInitialize
+ * @brief Constructor.
+ *
+ * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
+ * @param[in] shaderFactory The ImageVisualShaderFactory object
+ * @param[in] imageUrl The URL to svg resource to use
+ */
+ SvgVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl );
+
+ /**
+ * @brief A reference counted object may only be deleted by calling Unreference().
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual ~SvgVisual();
/**
- * @copydoc Visual::DoSetOnStage
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoSetOnStage( Actor& actor );
+ void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- virtual void DoSetOffStage( Actor& actor );
+ void DoSetOnScene( Actor& actor ) override;
-public:
+ /**
+ * @copydoc Visual::Base::DoSetOffScene
+ */
+ void DoSetOffScene( Actor& actor ) override;
/**
- * @brief Helper method to determine whether the url indicate that it is a svg image.
- *
- * @param [in] url The URL of the image file.
- * @return true if it is a svg image
+ * @copydoc Visual::Base::OnSetTransform
*/
- static bool IsSvgUrl( const std::string& url );
+ void OnSetTransform() override;
/**
- * @brief Sets the svg image of this visual to the resource at imageUrl
- * 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] imageUrl The URL to svg resource to use
+ * @copydoc Visual::Base::IsResourceReady
*/
- void SetImage( const std::string& imageUrl, ImageDimensions size = ImageDimensions() );
+ bool IsResourceReady() const override;
+
+public:
/**
* @bried Apply the rasterized image to the visual.
*
+ * @param[in] vectorImage The data of vector image.
* @param[in] rasterizedPixelData The pixel buffer with the rasterized pixels
+ * @param[in] bool Whether the resource is loaded
*/
- void ApplyRasterizedImage( PixelData rasterizedPixelData );
+ void ApplyRasterizedImage( VectorImageRenderer vectorImage, PixelData rasterizedPixelData, bool isLoaded );
private:
/**
+ * @brief Load the SVG Image from the set URL.
+ */
+ void Load();
+
+ /**
* @bried Rasterize the svg with the given size, and add it to the visual.
*
* @param[in] size The target size of the SVG rasterization.
*/
void AddRasterizationTask( const Vector2& size );
+ /**
+ * Helper method to set individual values by index key.
+ * @param[in] index The index key of the value
+ * @param[in] value The value
+ */
+ void DoSetProperty( Property::Index index, const Property::Value& value );
// Undefined
SvgVisual( const SvgVisual& svgRenderer );
SvgVisual& operator=( const SvgVisual& svgRenderer );
private:
- Vector4 mAtlasRect;
- std::string mImageUrl;
- NSVGimage* mParsedImage;
-
+ ImageVisualShaderFactory& mImageVisualShaderFactory;
+ Vector4 mAtlasRect;
+ VisualUrl mImageUrl;
+ VectorImageRenderer mVectorRenderer;
+ uint32_t mDefaultWidth;
+ uint32_t mDefaultHeight;
+ bool mLoaded;
+ WeakHandle<Actor> mPlacementActor;
+ Vector2 mVisualSize;
+ bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture
};
} // namespace Internal