*/
// CLASS HEADER
-#include "renderer-factory-cache.h"
+#include "visual-factory-cache.h"
// EXTERNAL HEADER
#include <dali/devel-api/common/hash.h>
// INTERNAL HEADER
-#include <dali-toolkit/internal/controls/renderers/color/color-renderer.h>
-#include <dali-toolkit/internal/controls/renderers/svg/svg-renderer.h>
+#include <dali-toolkit/internal/controls/renderers/color/color-visual.h>
+#include <dali-toolkit/internal/controls/renderers/svg/svg-visual.h>
namespace Dali
{
namespace Internal
{
-RendererFactoryCache::RendererFactoryCache()
+VisualFactoryCache::VisualFactoryCache()
: mSvgRasterizeThread( NULL )
{
}
-RendererFactoryCache::~RendererFactoryCache()
+VisualFactoryCache::~VisualFactoryCache()
{
SvgRasterizeThread::TerminateThread( mSvgRasterizeThread );
}
-Geometry RendererFactoryCache::GetGeometry( GeometryType type )
+Geometry VisualFactoryCache::GetGeometry( GeometryType type )
{
return mGeometry[type];
}
-void RendererFactoryCache::SaveGeometry( GeometryType type, Geometry geometry )
+void VisualFactoryCache::SaveGeometry( GeometryType type, Geometry geometry )
{
mGeometry[type] = geometry;
}
-Shader RendererFactoryCache::GetShader( ShaderType type )
+Shader VisualFactoryCache::GetShader( ShaderType type )
{
return mShader[type];
}
-void RendererFactoryCache::SaveShader( ShaderType type, Shader shader )
+void VisualFactoryCache::SaveShader( ShaderType type, Shader shader )
{
mShader[type] = shader;
}
-int RendererFactoryCache::FindRenderer( const std::string& key ) const
+int VisualFactoryCache::FindRenderer( const std::string& key ) const
{
int hash = Dali::CalculateHash( key );
return -1;
}
-Renderer RendererFactoryCache::GetRenderer( const std::string& key ) const
+Renderer VisualFactoryCache::GetRenderer( const std::string& key ) const
{
int index = FindRenderer( key );
if( index != -1 )
}
}
-void RendererFactoryCache::SaveRenderer( const std::string& key, Renderer& renderer )
+void VisualFactoryCache::SaveRenderer( const std::string& key, Renderer& renderer )
{
int hash = Dali::CalculateHash( key );
const CachedRenderer* cachedRenderer = new CachedRenderer( key, renderer );
}
}
-bool RendererFactoryCache::CleanRendererCache( const std::string& key )
+bool VisualFactoryCache::CleanRendererCache( const std::string& key )
{
int index = FindRenderer( key );
if( index != -1 )
return false;
}
-void RendererFactoryCache::CacheDebugRenderer( Renderer& renderer )
+void VisualFactoryCache::CacheDebugVisual( Renderer& renderer )
{
- mDebugRenderer = renderer;
+ mDebugVisual = renderer;
}
-Renderer RendererFactoryCache::GetDebugRenderer()
+Renderer VisualFactoryCache::GetDebugVisual()
{
- return mDebugRenderer;
+ return mDebugVisual;
}
-Geometry RendererFactoryCache::CreateQuadGeometry()
+Geometry VisualFactoryCache::CreateQuadGeometry()
{
const float halfWidth = 0.5f;
const float halfHeight = 0.5f;
return geometry;
}
-SvgRasterizeThread* RendererFactoryCache::GetSVGRasterizationThread()
+SvgRasterizeThread* VisualFactoryCache::GetSVGRasterizationThread()
{
if( !mSvgRasterizeThread )
{
- mSvgRasterizeThread = new SvgRasterizeThread( new EventThreadCallback( MakeCallback( this, &RendererFactoryCache::ApplyRasterizedSVGToSampler ) ) );
+ mSvgRasterizeThread = new SvgRasterizeThread( new EventThreadCallback( MakeCallback( this, &VisualFactoryCache::ApplyRasterizedSVGToSampler ) ) );
mSvgRasterizeThread->Start();
}
return mSvgRasterizeThread;
}
-void RendererFactoryCache::ApplyRasterizedSVGToSampler()
+void VisualFactoryCache::ApplyRasterizedSVGToSampler()
{
while( RasterizingTaskPtr task = mSvgRasterizeThread->NextCompletedTask() )
{
- task->GetSvgRenderer()->ApplyRasterizedImage( task->GetPixelData() );
+ task->GetSvgVisual()->ApplyRasterizedImage( task->GetPixelData() );
}
}
-Geometry RendererFactoryCache::CreateGridGeometry( Uint16Pair gridSize )
+Geometry VisualFactoryCache::CreateGridGeometry( Uint16Pair gridSize )
{
uint16_t gridWidth = gridSize.GetWidth();
uint16_t gridHeight = gridSize.GetHeight();