To stop animated image visual when it become invisible. Change-Id: I48ba87d31ba6db63489879cb4a7940da8714a29f Signed-off-by: seungho baek <sbsh.baek@samsung.com>
Make PremultiplyOnLoad flag in image-cache class Since this flag exist only rolling-animated-image-cache, If we replace ImageView's visual which premultiply applied before, It will show strange result. Change-Id: Ic38d741581ef7265259f402f5847b99f0ba3feca Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Add DesiredWidth/Height and samplingMode in animated image visual Let AnimatedImageVisual also use DesiredSize / FittingMode / SamplingMode feature. Change-Id: Icd2205738a6d9c7af0f2aa06c7887ac9ea85b576
GPU Alpha Masking for Animated Image Visual Change-Id: I7d0f44a73063a16d1e57acf40739c58239487c43 Signed-off-by: seungho <sbsh.baek@samsung.com>
CPU Alpha Masking for Animated Image Visual Change-Id: I3b6abac73d248f70998bb992945b96a25c6fb7c8 Signed-off-by: seungho <sbsh.baek@samsung.com>
Refactoring Animated image visual - Animated image file will be opened when the visual is on scene. - Only the first frame is cached to cache single frame image as the image visual do. - Pause timer when next frame is not cached yet. And resume it after the frame is ready. - Load policy and release policy is now supported. Change-Id: I39a1d93396865f56d6c7e0b54b9d9fffecdc88ef Signed-off-by: seungho <sbsh.baek@samsung.com>
DoAction can chage CornerRadius/Borderline/BlurRadius we can update properies by DoAction(DevelVisual::Action::UPDATE_PROPERTY). It is not an usual case, but we may need to prepare of NUI code fix. (There is some related issue at NUI ImageView) Here, I update some properies that need to update shader. We don't want to change the shader many times. (ex : DoAction with CornerRadius = 1.0f, and DoAction 0.0f after that, and repeat.) So if someone update properies by DoAction API, turn on mAlwaysUseXXX = true so shader will not be previous shader anymore. (This is same logic when these properies are animated.) Change-Id: I963930f261982d50bd647e4ba7ed4e476dd8898d Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Refactoring VisualActions Change-Id: Id56e3a5e5910b2fbbb8428abd96897d7bcd10ae1 Signed-off-by: seungho <sbsh.baek@samsung.com>
Apply to update shaders when CornerRadius/Borderline Animate When CornerRadius / Borderline features created by animation, VisualBase Do somethings at "GetPropertyObject" functions and call UpdateShader. Color / Image / Gradient visuals were works well. But some case, like SVG, AnimatedImage, AnimagedVector did not change the shader. So the animations are not worked. This patch update shaders so animation allow to change shader, so it works well Furthermore, We make a base virtual functions s.t. GenerateShader, so reduce code line. Change-Id: I7423bbe9dd639d22d0f5f5ab66df0d8eab000bec Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Use broken image when animated image loading is failed. Change-Id: I7b2e10ec89e4eeff2eacf5823691ff11874dc43e Signed-off-by: seungho <sbsh.baek@samsung.com>
Updated all header files to new format Change-Id: I68b3cf032fa1758fff92509f463101bdfd36cce1
Create Renderer when the Visual is created Change-Id: I08ad0e53774094acf39dda4daaa98f5b899f0d2d
Fix 2 animatedImageVisual issues - 1. Make animate image visual do not caching in texture-manager - If 2 visual those have same image url and play without sync, it makes caching error. - 2. Make NextFrame methods. - Currently, the visual requests to load specific frame with index. But, if the system getting slow(like so many agif/webp in playing), the request and the loading can not be synchronized. - The visual will request next frame index with identical timing, but because the loading is slow, the loading frame will be throwed away and start next frame of the index. - This make bottle neck and also make stop to play. - This patch adds NextFrame that returns prepared next frame. If the next frame is in loading, this method is not to increase index and returns current rendered frame again. Change-Id: Ia301ae654bcf8ee88167585bc4f4b1259a1e4e46 Signed-off-by: Seungho Baek <sbsh.baek@samsung.com>
Overriding virtual destructors are marked as 'override'. - so are functions missed from If046270d3b6036f8566a9c48e4064425c1498daa; - affected files that were the wrong mode have that fixed too (-x); Change-Id: I476600848bb789ae7e660d130be723604453c674 Signed-off-by: György Straub <g.straub@partner.samsung.com>
(Vector) Change event processing Change-Id: I232a07c443005576eb7ba7518930840ec969cc7b
Rename OnStage signals and related internal changes Change-Id: I26d60319eeb22cd31640eefc0b40cbcd750e3a8a
Support WebP format - Modified animated-image-visual to support webp amimated image format - Added and removed some functions of image-cache to use rolling-animated-image-cache for the both of gif and webp - Checked whether mFrameDelayTimer is null or not for the case that Action::PLAY is entered but the system do not support animated webp Change-Id: I254c4c8e715772acb6c0725c58e64aba1a6dafc4 Signed-off-by: Seungho, Baek <sbsh.baek@samsung.com>
Add Jump_to frame and StopBehavior of Animated-image-visual(agif) - Added Jump_to action. To directly go to a frame. - Added StopBehavior to stop agif at the first, current, and last frame Change-Id: I76fe813fd694df89e8cc8748cc2a82b69ed7a613 Signed-off-by: Seungho, Baek <sbsh.baek@samsung.com>
Fixed some errors reported by Clang Change-Id: I0b4cc08c8756fd4c0a080c55ea29c63ae3acd5bf
Modify codes for Dali Windows backend Change-Id: I048474ba77af14b291c859b2a19451e377d2e05b