X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;ds=sidebyside;f=dali-toolkit%2Finternal%2Fvisuals%2Fimage%2Fimage-visual.h;h=f52bd69ac48400a0d801738ea8ad617589c481b1;hb=HEAD;hp=307ab197c600e5ca595cc2bb0aded5d6f208a05a;hpb=b978fd74de7ef3245ee319403faf2acf71866b58;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/image/image-visual.h b/dali-toolkit/internal/visuals/image/image-visual.h index 307ab19..5680d61 100644 --- a/dali-toolkit/internal/visuals/image/image-visual.h +++ b/dali-toolkit/internal/visuals/image/image-visual.h @@ -2,7 +2,7 @@ #define DALI_TOOLKIT_INTERNAL_IMAGE_VISUAL_H /* - * Copyright (c) 2022 Samsung Electronics Co., Ltd. + * Copyright (c) 2024 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. @@ -24,10 +24,12 @@ #include #include #include +#include // INTERNAL INCLUDES #include #include +#include #include #include #include @@ -129,7 +131,7 @@ public: const VisualUrl& imageUrl, const Property::Map& properties, ImageDimensions size = ImageDimensions(), - FittingMode::Type fittingMode = FittingMode::DEFAULT, + FittingMode::Type fittingMode = FittingMode::VISUAL_FITTING, Dali::SamplingMode::Type samplingMode = SamplingMode::BOX_THEN_LINEAR); /** @@ -149,7 +151,7 @@ public: ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, ImageDimensions size = ImageDimensions(), - FittingMode::Type fittingMode = FittingMode::DEFAULT, + FittingMode::Type fittingMode = FittingMode::VISUAL_FITTING, Dali::SamplingMode::Type samplingMode = SamplingMode::BOX_THEN_LINEAR); public: // from Visual @@ -233,6 +235,11 @@ protected: */ Shader GenerateShader() const override; + /** + * @copydoc Visual::Base::OnGetPropertyObject + */ + Dali::Property OnGetPropertyObject(Dali::Property::Key key) override; + public: /** * @copydoc AtlasUploadObserver::UploadCompleted @@ -250,6 +257,13 @@ public: */ void LoadComplete(bool success, TextureInformation textureInformation) override; + /** + * @brief Test callback for FastTrackLoadingTask + * + * @param[in] task The pointer of task who call this callback. + */ + void FastLoadComplete(FastTrackLoadingTaskPtr task); + private: /** * Allocate the mask data when a masking property is defined in the property map @@ -322,8 +336,34 @@ private: */ void CheckMaskTexture(); + /** + * @brief Reset Renderer using empty texture + * For drawing empty visual, reset the renderer. + */ + void ResetRenderer(); + + /** + * @brief Show broken image when image loading is failed. + */ + void ShowBrokenImage(); + + /** + * @brief Remove current added fast track upload task. + */ + void ResetFastTrackLoadingTask(); + + /** + * @brief Update geometry information and get the generated result. + * + * @param[in] textureId Id of texture. It will be used when we use AddOn. + * @param[in] createForce True if we need to create geometry forcely. False if we don't re-generate geometry. + * @return Generated geometry, or empty handle if we don't need to update geometry. + */ + Geometry GenerateGeometry(TextureManager::TextureId textureId, bool createForce); + private: Vector4 mPixelArea; + Property::Index mPixelAreaIndex; WeakHandle mPlacementActor; VisualUrl mImageUrl; TextureManager::MaskingDataPointer mMaskingData; @@ -332,6 +372,9 @@ private: TextureManager::TextureId mTextureId; TextureSet mTextures; Vector2 mTextureSize; + Vector2 mPlacementActorSize; + + FastTrackLoadingTaskPtr mFastTrackLoadingTask; ///< For fast track uploading. ImageVisualShaderFactory& mImageVisualShaderFactory; @@ -343,10 +386,15 @@ private: Dali::Toolkit::ImageVisual::ReleasePolicy::Type mReleasePolicy; Vector4 mAtlasRect; Dali::ImageDimensions mAtlasRectSize; - TextureManager::LoadState mLoadState; ///< The texture loading state - bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture - bool mOrientationCorrection; ///< true if the image will have it's orientation corrected. - bool mNeedYuvToRgb{false}; ///< true if we need to convert yuv to rgb. + TextureManager::LoadState mLoadState; ///< The texture loading state + bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture + bool mOrientationCorrection; ///< true if the image will have it's orientation corrected. + bool mNeedYuvToRgb{false}; ///< true if we need to convert yuv to rgb. + bool mNeedUnifiedYuvAndRgb{false}; ///< true if we need to support both yuv and rgb. + bool mEnableBrokenImage{true}; ///< true if enable broken image. + bool mUseFastTrackUploading{false}; ///< True if we use fast tack feature. + bool mRendererAdded{false}; ///< True if renderer added into actor. + bool mUseBrokenImageRenderer{false}; ///< True if renderer changed as broken image. }; } // namespace Internal