X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fsvg%2Fsvg-visual.h;h=814fc675d146208a217d3d4a42aac697d20e6456;hb=5359a575636e678baf178dab5209b587be1a7551;hp=e18d5cf1ae6bbf5d1e5d06ffb9945ff2319f1479;hpb=37aa8e50d140ee95be5f03fadbc269a0a239adde;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/svg/svg-visual.h b/dali-toolkit/internal/visuals/svg/svg-visual.h index e18d5cf..814fc67 100644 --- a/dali-toolkit/internal/visuals/svg/svg-visual.h +++ b/dali-toolkit/internal/visuals/svg/svg-visual.h @@ -2,7 +2,7 @@ #define DALI_TOOLKIT_INTERNAL_SVG_VISUAL_H /* - * Copyright (c) 2019 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. @@ -26,8 +26,6 @@ #include #include -struct NSVGimage; - namespace Dali { @@ -145,18 +143,17 @@ public: /** * @bried Apply the rasterized image to the visual. * - * @param[in] parsedSvg The data of parsed image. + * @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( NSVGimage* parsedSvg, PixelData rasterizedPixelData ); + void ApplyRasterizedImage( VectorImageRenderer vectorImage, PixelData rasterizedPixelData, bool isLoaded ); private: /** - * @brief Parses the SVG Image from the set URL. - * - * @param[in] imageUrl The URL of the image to parse the SVG from. - */ - void ParseFromUrl( const VisualUrl& imageUrl ); + * @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. @@ -182,7 +179,10 @@ private: ImageVisualShaderFactory& mImageVisualShaderFactory; Vector4 mAtlasRect; VisualUrl mImageUrl; - NSVGimage* mParsedImage; + VectorImageRenderer mVectorRenderer; + uint32_t mDefaultWidth; + uint32_t mDefaultHeight; + bool mLoaded; WeakHandle mPlacementActor; Vector2 mVisualSize; bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture