}
}
-void ApplyTextureAndUniforms(Renderer& renderer, const Internal::NPatchData* data)
+void ApplyTextureAndUniforms(Renderer& renderer, const std::shared_ptr<const Internal::NPatchData> data)
{
TextureSet textureSet;
textureSet = data->GetTextures();
#include <dali/public-api/math/uint-16-pair.h>
#include <dali/public-api/rendering/geometry.h>
#include <dali/devel-api/rendering/renderer-devel.h>
+#include <memory> ///< for std::shared_ptr
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/dali-toolkit-common.h>
* @param[in,out] renderer The renderer for broken image
* @param[in] data The pointer of npatch-data
*/
-void ApplyTextureAndUniforms(Renderer& renderer, const Internal::NPatchData* data);
+void ApplyTextureAndUniforms(Renderer& renderer, const std::shared_ptr<const Internal::NPatchData> data);
} // namespace NPatchUtility
return INVALID_CACHE_INDEX;
}
-bool NPatchLoader::GetNPatchData(const NPatchData::NPatchDataId id, const NPatchData*& data)
+bool NPatchLoader::GetNPatchData(const NPatchData::NPatchDataId id, std::shared_ptr<const NPatchData>& data)
{
int32_t cacheIndex = GetCacheIndexFromId(id);
if(cacheIndex != INVALID_CACHE_INDEX)
{
- data = mCache[cacheIndex].mData.get();
+ data = mCache[cacheIndex].mData;
return true;
}
data = nullptr;
* @param [out] data const pointer to the NPatchData
* @return true if data matching to id was really found
*/
- bool GetNPatchData(const NPatchData::NPatchDataId id, const NPatchData*& data);
+ bool GetNPatchData(const NPatchData::NPatchDataId id, std::shared_ptr<const NPatchData>& data);
/**
* @brief Request remove a texture matching id.
bool preMultiplyOnLoad = IsPreMultipliedAlphaEnabled() && !mImpl->mCustomShader ? true : false;
mId = mLoader.Load(textureManager, this, mImageUrl, mBorder, preMultiplyOnLoad, synchronousLoading);
- const NPatchData* data;
+ std::shared_ptr<const NPatchData> data;
if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
EnablePreMultipliedAlpha(data->IsPreMultiplied());
naturalSize.y = 0u;
// load now if not already loaded
- const NPatchData* data;
+ std::shared_ptr<const NPatchData> data;
if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
{
naturalSize.x = data->GetCroppedWidth();
// at this case, we try to SetResouce to mPlaceActor twice. so, we should avoid that case.
mPlacementActor = actor;
- const NPatchData* data;
+ std::shared_ptr<const NPatchData> data;
if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
{
// If mAuxiliaryUrl need to be loaded, we should wait it until LoadComplete called.
Geometry NPatchVisual::CreateGeometry()
{
- Geometry geometry;
- const NPatchData* data;
+ Geometry geometry;
+ std::shared_ptr<const NPatchData> data;
if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
Shader NPatchVisual::CreateShader()
{
- Shader shader;
- const NPatchData* data;
+ Shader shader;
+ std::shared_ptr<const NPatchData> data;
// 0 is either no data (load failed?) or no stretch regions on image
// for both cases we use the default shader
NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
void NPatchVisual::ApplyTextureAndUniforms()
{
- const NPatchData* data;
- TextureSet textureSet;
+ std::shared_ptr<const NPatchData> data;
+ TextureSet textureSet;
if(mLoader.GetNPatchData(mId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
void NPatchVisual::SetResource()
{
- const NPatchData* data;
+ std::shared_ptr<const NPatchData> data;
if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data))
{
Geometry geometry = CreateGeometry();
// If auxiliaryUrl didn't required OR auxiliaryUrl load done.
if(!mAuxiliaryUrl.IsValid() || mAuxiliaryResourceStatus != Toolkit::Visual::ResourceStatus::PREPARING)
{
- const NPatchData* data;
+ std::shared_ptr<const NPatchData> data;
// and.. If Url loading done.
if(mImpl->mRenderer && mLoader.GetNPatchData(mId, data) && data->GetLoadingState() != NPatchData::LoadingState::LOADING)
{
Geometry VisualFactoryCache::GetNPatchGeometry(int index)
{
- Geometry geometry;
- const NPatchData* data;
+ Geometry geometry;
+ std::shared_ptr<const NPatchData> data;
if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
if(data->GetStretchPixelsX().Size() == 1 && data->GetStretchPixelsY().Size() == 1)
Shader VisualFactoryCache::GetNPatchShader(int index)
{
- Shader shader;
- const NPatchData* data;
+ Shader shader;
+ std::shared_ptr<const NPatchData> data;
// 0 is either no data (load failed?) or no stretch regions on image
// for both cases we use the default shader
NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
void VisualFactoryCache::ApplyTextureAndUniforms(Renderer& renderer, int index)
{
- const NPatchData* data;
- TextureSet textureSet;
+ std::shared_ptr<const NPatchData> data;
+ TextureSet textureSet;
if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{
textureSet = data->GetTextures();
mBrokenImageInfoContainer[index].visualType = visualUrl.GetType();
if(mBrokenImageInfoContainer[index].visualType == VisualUrl::Type::N_PATCH)
{
- const NPatchData* data;
- Rect<int> border;
+ std::shared_ptr<const NPatchData> data;
+ Rect<int> border;
mBrokenImageInfoContainer[index].npatchId = mNPatchLoader.Load(mTextureManager, NULL, mBrokenImageInfoContainer[index].url, border, mPreMultiplyOnLoad, true);
if(mNPatchLoader.GetNPatchData(mBrokenImageInfoContainer[index].npatchId, data) && data->GetLoadingState() == NPatchData::LoadingState::LOAD_COMPLETE)
{