Split texture-manager-impl files Collect all TextureManager relative files in one folder. And split TextureManager API's job as three files. - texture-manager-impl : Control texture loading it self. like alpha masking / synchronous / atlas / etc... - texture-cache-manager : Control internal texture caching container, external texture set, external encoded image buffers. Generate new TextureId, and we can access TextureInfo by TextureCacheIndex. - texture-async-loading-helper : Help async loader thread create, and callback load finished. And make most API's input parameters from 'T' to 'const T&' if we can. And also, make TextureManagerType namespace s.t. texture-manager-impl and textuer-cache-manager both class need to be use, and should be shared each other. Change-Id: Ia522a7b36da51d64282ca6b9ab4190a4e0476ad1 Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
Refactoring TextureUploadObserver. - Use unified method for any request. Change-Id: Ief4b744cd42b9184f83ba0ac0ba3436befd2aa61 Signed-off-by: seungho <sbsh.baek@samsung.com>
Updated all header files to new format Change-Id: I68b3cf032fa1758fff92509f463101bdfd36cce1
Asynchronous Load N-patch resource Change-Id: I1e0a25ca7599198ca5793a585af80e2b7d2e8f48 Signed-off-by: Seungho, Baek <sbsh.baek@samsung.com>
Seperate the API macros Change-Id: I854e0627c2890799974ab3757bf67ce3bfd1950d
Added automatic premultiplication of image visual images To prevent scaling quality issues, image visual images are pre-multiplied after loading. By default, this is on, but it can be turned off via a new API in VisualFactory. Change-Id: I53757be33894effdd61b719631fb79527e8a4fbe Signed-off-by: David Steele <david.steele@samsung.com>
Removing TextureUploadObserver from symbol table Change-Id: Ia16e22e972943baeedfd1e42903facc78c0f546d
Adding support for multiple images in AnimatedImageVisual As well as supporting animated GIF, the animated image visual also supports animating between a number of images. This can be done using a property map containing the following: { "url":[ "url1", "url2", "url3", "url4", "url5" ], "batchSize" : 3, "cacheSize" : 4, "frameDelay" : 100 } The cache size is the total number of images that will be loaded at any one time; the batch size is the maximum number of images it will attempt to load before displaying. If the cache size is smaller than the batch size, it is increased to match. If either are larger than the number of urls, they are reduced to match. As soon as the visual is created, it will start loading up to batchSize urls into the cache. After each frame has completed, it will start loading the next batch, etc, until the cache is full. After the next frame, it will load only the next URL into the cache. If at any time, the next image is not ready, it will wait for the loading to complete before displaying and triggering the next batch/frame load, but will not reset the timer. Change-Id: Iccd59768aec814ab3b73fb7b817e45b95299b2c2 Signed-off-by: David Steele <david.steele@samsung.com>
Adding Async remote loading to ImageVisual Implemented a cut down version of TextureManager to handle Async loading for local and remote images, without atlasing or handling for broken image. Modified test harness to manage multiple event triggers using a round-robin semaphore test. (Required, as we now have 2 AsyncImageLoader threads in TextureManager, which each generate an EventThreadTrigger). Change-Id: I06fec6109985c7458a9135f7c3ef85a3f4503c7a Signed-off-by: David Steele <david.steele@samsung.com>