* @param[in] observer FrameReady observer
* @param[in] cacheSize The size of the cache
* @param[in] batchSize The size of a batch to load
+ * @param[in] wrapModeU Horizontal Wrap mode
+ * @param[in] wrapModeV Vertical Wrap mode
* @param[in] isSynchronousLoading The flag to define whether to load first frame synchronously
+ * @param[in] preMultiplyOnLoad The flag if image's color should be multiplied by it's alpha
*
* This will start loading textures immediately, according to the
* batch and cache sizes.
ImageCache::FrameReadyObserver& observer,
uint16_t cacheSize,
uint16_t batchSize,
- bool isSynchronousLoading);
+ const Dali::WrapMode::Type& wrapModeU,
+ const Dali::WrapMode::Type& wrapModeV,
+ bool isSynchronousLoading,
+ bool preMultiplyOnLoad);
/**
* @brief Destructor
* @brief Request to Load a frame
*
* @param[in] frameIndex index of frame to be loaded.
- * @param[in] useCache true if this frame loading uses cache.
* @param[in] synchronousLoading true if the frame should be loaded synchronously
*
* @return the texture set currently loaded.
*/
- TextureSet RequestFrameLoading(uint32_t frameIndex, bool useCache, bool synchronousLoading);
+ TextureSet RequestFrameLoading(uint32_t frameIndex, bool synchronousLoading);
/**
* @brief Load the next batch of images
void LoadComplete(bool loadSuccess, TextureInformation textureInformation) override;
private:
-
/**
* Secondary class to hold readiness and index into url
*/
uint32_t mFrameNumber = 0u;
bool mReady = false;
};
+ std::vector<TextureManager::TextureId> mTextureIds;
+ VisualUrl mImageUrl;
Dali::AnimatedImageLoading mAnimatedImageLoading;
uint32_t mFrameCount;
uint32_t mFrameIndex;
uint32_t mCacheSize;
- std::vector<UrlStore> mImageUrls;
std::vector<int32_t> mIntervals;
std::vector<uint32_t> mLoadWaitingQueue;
CircularQueue<ImageFrame> mQueue;
+ Dali::WrapMode::Type mWrapModeU : 3;
+ Dali::WrapMode::Type mWrapModeV : 3;
bool mIsSynchronousLoading;
+ bool mPreMultiplyOnLoad;
};
} // namespace Internal