#include <dali-toolkit/internal/visuals/color/color-visual.h>
#include <dali-toolkit/internal/visuals/svg/svg-visual.h>
#include <dali-toolkit/internal/visuals/image-atlas-manager.h>
+#include <dali-toolkit/internal/visuals/animated-vector-image/vector-animation-manager.h>
namespace Dali
{
VisualFactoryCache::VisualFactoryCache( bool preMultiplyOnLoad )
: mSvgRasterizeThread( NULL ),
- mVectorAnimationThread(),
+ mVectorAnimationManager(),
mBrokenImageUrl(""),
mPreMultiplyOnLoad( preMultiplyOnLoad )
{
Property::Map quadVertexFormat;
quadVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ VertexBuffer quadVertices = VertexBuffer::New( quadVertexFormat );
quadVertices.SetData( quadVertexData, 4 );
// Create the geometry object
return mSvgRasterizeThread;
}
-VectorAnimationThread& VisualFactoryCache::GetVectorAnimationThread()
+VectorAnimationManager& VisualFactoryCache::GetVectorAnimationManager()
{
- if( !mVectorAnimationThread )
+ if( !mVectorAnimationManager )
{
- mVectorAnimationThread = std::unique_ptr< VectorAnimationThread >( new VectorAnimationThread() );
- mVectorAnimationThread->Start();
+ mVectorAnimationManager = std::unique_ptr< VectorAnimationManager >( new VectorAnimationManager() );
}
- return *mVectorAnimationThread;
+ return *mVectorAnimationManager;
}
void VisualFactoryCache::ApplyRasterizedSVGToSampler()
{
while( RasterizingTaskPtr task = mSvgRasterizeThread->NextCompletedTask() )
{
- task->GetSvgVisual()->ApplyRasterizedImage( task->GetParsedImage(), task->GetPixelData() );
+ task->GetSvgVisual()->ApplyRasterizedImage(task->GetVectorRenderer(), task->GetPixelData(), task->IsLoaded());
}
}
Property::Map vertexFormat;
vertexFormat[ "aPosition" ] = Property::VECTOR2;
- PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
if( vertices.Size() > 0 )
{
- vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
+ vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
}
Property::Map indexFormat;
indexFormat[ "indices" ] = Property::INTEGER;
- PropertyBuffer indexPropertyBuffer = PropertyBuffer::New( indexFormat );
+ VertexBuffer indexVertexBuffer = VertexBuffer::New( indexFormat );
// Create the geometry object
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexPropertyBuffer );
+ geometry.AddVertexBuffer( vertexBuffer );
if( indices.Size() > 0 )
{
geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );