-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
+/*
+ * Copyright (c) 2017 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// CLASS HEADER
#include "image-view-impl.h"
-// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/controls/image-view/image-view.h>
-
// EXTERNAL INCLUDES
#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/object/type-registry.h>
-#include <dali/devel-api/object/type-registry-helper.h>
+#include <dali/public-api/object/type-registry-helper.h>
#include <dali/devel-api/scripting/scripting.h>
+// INTERNAL INCLUDES
+#include <dali-toolkit/public-api/controls/image-view/image-view.h>
+#include <dali-toolkit/devel-api/controls/control-devel.h>
+#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
+#include <dali-toolkit/internal/visuals/visual-string-constants.h>
+#include <dali-toolkit/internal/visuals/visual-base-impl.h>
+#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
+
namespace Dali
{
namespace
{
-#define MAKE_SHADER(A)#A
-
-const char* VERTEX_SHADER = MAKE_SHADER(
- attribute mediump vec2 aPosition;
- attribute highp vec2 aTexCoord;
- varying mediump vec2 vTexCoord;
- uniform mediump mat4 uMvpMatrix;
- uniform mediump vec3 uSize;
-
- void main()
- {
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- // TODO scale by the actor size when we are using RendererFactor generated renderers with a shared unit sized mesh: vertexPosition.xyz *= uSize;
- vertexPosition = uMvpMatrix * vertexPosition;
-
- vTexCoord = aTexCoord;
- gl_Position = vertexPosition;
- }
-);
-
-const char* FRAGMENT_SHADER = MAKE_SHADER(
- varying mediump vec2 vTexCoord;
- uniform sampler2D sTexture;
- uniform lowp vec4 uColor;
-
- void main()
- {
- gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
- }
-);
-
-//TODO: remove when RendererFactory is implemented, so if there are multiple images that render as quads we only end up with one instance of geometry
-Geometry CreateGeometry( int width, int height )
-{
- // Create vertices
- const float halfWidth = width * .5f;
- const float halfHeight = height * .5f;
- struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
- TexturedQuadVertex texturedQuadVertexData[4] = { { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f) },
- { Vector2( halfWidth, -halfHeight), Vector2(1.f, 0.f) },
- { Vector2(-halfWidth, halfHeight), Vector2(0.f, 1.f) },
- { Vector2( halfWidth, halfHeight), Vector2(1.f, 1.f) } };
-
- Property::Map texturedQuadVertexFormat;
- texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
- texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat, 4 );
- texturedQuadVertices.SetData(texturedQuadVertexData);
-
- // Create indices
- unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
- Property::Map indexFormat;
- indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, 6 );
- indices.SetData(indexData);
-
- // Create the geometry object
- Geometry texturedQuadGeometry = Geometry::New();
- texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices );
- texturedQuadGeometry.SetIndexBuffer( indices );
-
- return texturedQuadGeometry;
-}
-
BaseHandle Create()
{
return Toolkit::ImageView::New();
// Setup properties, signals and actions using the type-registry.
DALI_TYPE_REGISTRATION_BEGIN( Toolkit::ImageView, Toolkit::Control, Create );
-DALI_PROPERTY_REGISTRATION( Toolkit, ImageView, "resource-url", STRING, RESOURCE_URL )
+DALI_PROPERTY_REGISTRATION( Toolkit, ImageView, "resourceUrl", STRING, RESOURCE_URL )
+DALI_PROPERTY_REGISTRATION( Toolkit, ImageView, "image", MAP, IMAGE )
+DALI_PROPERTY_REGISTRATION( Toolkit, ImageView, "preMultipliedAlpha", BOOLEAN, PRE_MULTIPLIED_ALPHA )
+
+DALI_ANIMATABLE_PROPERTY_REGISTRATION_WITH_DEFAULT( Toolkit, ImageView, "pixelArea", Vector4(0.f, 0.f, 1.f, 1.f), PIXEL_AREA )
DALI_TYPE_REGISTRATION_END()
} // anonymous namespace
using namespace Dali;
ImageView::ImageView()
-: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) )
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) )
{
}
{
ImageView* impl = new ImageView();
- Dali::Toolkit::ImageView handle = Dali::Toolkit::ImageView( *impl );
+ Toolkit::ImageView handle = Toolkit::ImageView( *impl );
// Second-phase init of the implementation
// This can only be done after the CustomActor connection has been made...
/////////////////////////////////////////////////////////////
+void ImageView::OnInitialize()
+{
+ // ImageView can relayout in the OnImageReady, alternative to a signal would be to have a upcall from the Control to ImageView
+ Dali::Toolkit::Control handle( GetOwner() );
+ Toolkit::DevelControl::ResourceReadySignal( handle ).Connect( this, &ImageView::OnResourceReady );
+}
+
void ImageView::SetImage( Image image )
{
+ // Don't bother comparing if we had a visual previously, just drop old visual and create new one
mImage = image;
+ mUrl.clear();
+ mPropertyMap.Clear();
- ResourceImage resourceImage = ResourceImage::DownCast( mImage );
- if( resourceImage )
- {
- mImageUrl = resourceImage.GetUrl();
- }
- else
+ Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( image );
+ if (!mVisual)
{
- mImageUrl.clear();
+ mVisual = visual;
}
- if( mImage )
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
+}
+
+void ImageView::SetImage( const Property::Map& map )
+{
+ // Comparing a property map is too expensive so just creating a new visual
+ mPropertyMap = map;
+ mUrl.clear();
+ mImage.Reset();
+ Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( mPropertyMap );
+ // Don't set mVisual until it is ready and shown. Getters will still use current visual.
+ if (!mVisual)
{
- if( Self().OnStage() )
- {
- AttachImage();
- }
- RelayoutRequest();
+ mVisual = visual;
}
- else
+
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
+}
+
+void ImageView::SetImage( const std::string& url, ImageDimensions size )
+{
+ // Don't bother comparing if we had a visual previously, just drop old visual and create new one
+ mUrl = url;
+ mImage.Reset();
+ mPropertyMap.Clear();
+
+ // Don't set mVisual until it is ready and shown. Getters will still use current visual.
+ Toolkit::Visual::Base visual = Toolkit::VisualFactory::Get().CreateVisual( url, size );
+ if (!mVisual)
{
- if( mRenderer )
- {
- Self().RemoveRenderer( mRenderer );
- }
- mSampler.Reset();
- mMaterial.Reset();
- mMesh.Reset();
- mRenderer.Reset();
+ mVisual = visual;
}
+
+ DevelControl::RegisterVisual( *this, Toolkit::ImageView::Property::IMAGE, visual );
}
Image ImageView::GetImage() const
return mImage;
}
-Vector3 ImageView::GetNaturalSize()
+void ImageView::EnablePreMultipliedAlpha( bool preMultipled )
{
- // if no image then use Control's natural size
- Vector3 size;
-
- if( mImage )
+ if( mVisual )
{
- size.x = mImage.GetWidth();
- size.y = mImage.GetHeight();
- size.z = std::min(size.x, size.y);
+ Toolkit::GetImplementation( mVisual ).EnablePreMultipliedAlpha( preMultipled );
}
- else
+}
+
+bool ImageView::IsPreMultipliedAlphaEnabled() const
+{
+ if( mVisual )
{
- size = Control::GetNaturalSize();
+ return Toolkit::GetImplementation( mVisual ).IsPreMultipliedAlphaEnabled();
}
- return size;
+ return false;
}
-float ImageView::GetHeightForWidth( float width )
+void ImageView::SetDepthIndex( int depthIndex )
{
- if( mImage )
+ if( mVisual )
{
- return GetHeightForWidthBase( width );
+ mVisual.SetDepthIndex( depthIndex );
}
- else
+}
+
+Vector3 ImageView::GetNaturalSize()
+{
+ if( mVisual )
{
- return Control::GetHeightForWidth( width );
+ Vector2 rendererNaturalSize;
+ mVisual.GetNaturalSize( rendererNaturalSize );
+ return Vector3( rendererNaturalSize );
}
+
+ // if no visual then use Control's natural size
+ return Control::GetNaturalSize();
}
-float ImageView::GetWidthForHeight( float height )
+float ImageView::GetHeightForWidth( float width )
{
- if( mImage )
+ if( mVisual )
{
- return GetWidthForHeightBase( height );
+ return mVisual.GetHeightForWidth( width );
}
else
{
- return Control::GetWidthForHeight( height );
+ return Control::GetHeightForWidth( width );
}
}
-///////////////////////////////////////////////////////////
-//
-// Private methods
-//
-
-void ImageView::AttachImage()
+float ImageView::GetWidthForHeight( float height )
{
- if( !mRenderer )
+ if( mVisual )
{
- Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mMaterial = Material::New( shader );
-
- mSampler = Sampler::New( mImage, "sTexture" );
- mMaterial.AddSampler( mSampler );
-
- Vector3 size = Self().GetCurrentSize();
- mMesh = CreateGeometry( size.width, size.height );
- mRenderer = Renderer::New( mMesh, mMaterial );
- Self().AddRenderer( mRenderer );
+ return mVisual.GetWidthForHeight( height );
}
else
{
- mSampler.SetImage( mImage );
+ return Control::GetWidthForHeight( height );
}
}
{
Control::OnRelayout( size, container );
- if( mRenderer )
+ // If visual is being replaced then mVisual will be the replacement visual even if not ready.
+ mVisual = DevelControl::GetVisual( *this, Toolkit::ImageView::Property::IMAGE );
+
+ if( mVisual )
{
- mMesh = CreateGeometry( size.width, size.height );
- mRenderer.SetGeometry( mMesh );
+ // Pass in an empty map which uses default transform values meaning our visual fills the control
+ // Should provide a transform that handles aspect ratio according to image size
+ mVisual.SetTransformAndSize( Property::Map(), size );
}
}
-void ImageView::OnStageConnection( int depth )
+void ImageView::OnResourceReady( Toolkit::Control control )
{
- if( mImage )
- {
- AttachImage();
- }
}
///////////////////////////////////////////////////////////
if ( imageView )
{
+ ImageView& impl = GetImpl( imageView );
switch ( index )
{
case Toolkit::ImageView::Property::RESOURCE_URL:
std::string imageUrl;
if( value.Get( imageUrl ) )
{
- ImageView& impl = GetImpl( imageView );
- impl.mImageUrl = imageUrl;
+ impl.SetImage( imageUrl, ImageDimensions() );
+ }
+ break;
+ }
- Image image = ResourceImage::New( imageUrl );
- impl.SetImage( image );
+ case Toolkit::ImageView::Property::IMAGE:
+ {
+ std::string imageUrl;
+ Property::Map* map;
+ if( value.Get( imageUrl ) )
+ {
+ impl.SetImage( imageUrl, ImageDimensions() );
+ }
+ // if its not a string then get a Property::Map from the property if possible.
+ else
+ {
+ map = value.GetMap();
+ if( map )
+ {
+ Property::Value* shaderValue = map->Find( Toolkit::DevelVisual::Property::SHADER, CUSTOM_SHADER );
+ // set image only if property map contains image information other than custom shader
+ if( map->Count() > 1u || !shaderValue )
+ {
+ impl.SetImage( *map );
+ }
+ // the property map contains only the custom shader
+ else if( ( impl.mVisual )&&( map->Count() == 1u )&&( shaderValue ) )
+ {
+ Property::Map* shaderMap = shaderValue->GetMap();
+ if( shaderMap )
+ {
+ Internal::Visual::Base& visual = Toolkit::GetImplementation( impl.mVisual );
+ visual.SetCustomShader( *shaderMap );
+ if( imageView.OnStage() )
+ {
+ // force to create new core renderer to use the newly set shader
+ visual.SetOffStage( imageView );
+ visual.SetOnStage( imageView );
+ }
+ }
+ }
+ }
+ }
+ break;
+ }
+
+ case Toolkit::ImageView::Property::PRE_MULTIPLIED_ALPHA:
+ {
+ bool isPre;
+ if( value.Get( isPre ) )
+ {
+ impl.EnablePreMultipliedAlpha( isPre );
}
break;
}
if ( imageview )
{
+ ImageView& impl = GetImpl( imageview );
switch ( propertyIndex )
{
case Toolkit::ImageView::Property::RESOURCE_URL:
{
- value = GetImpl( imageview ).mImageUrl;
+ if ( !impl.mUrl.empty() )
+ {
+ value = impl.mUrl;
+ }
+ break;
+ }
+
+ case Toolkit::ImageView::Property::IMAGE:
+ {
+ if ( !impl.mUrl.empty() )
+ {
+ value = impl.mUrl;
+ }
+ else if( impl.mImage )
+ {
+ Property::Map map;
+ Scripting::CreatePropertyMap( impl.mImage, map );
+ value = map;
+ }
+ else if( !impl.mPropertyMap.Empty() )
+ {
+ value = impl.mPropertyMap;
+ }
+ break;
+ }
+
+ case Toolkit::ImageView::Property::PRE_MULTIPLIED_ALPHA:
+ {
+ value = impl.IsPreMultipliedAlphaEnabled();
break;
}
}