* | url | STRING |
*
*/
-class AnimatedVectorImageVisual : public Visual::Base, public ConnectionTracker, public VectorAnimationManager::LifecycleObserver
+class AnimatedVectorImageVisual : public Visual::Base, public ConnectionTracker
{
public:
/**
*/
void EnablePreMultipliedAlpha(bool preMultiplied) override;
-protected: // From VectorAnimationManager::LifecycleObserver:
- /**
- * @copydoc VectorAnimationManager::LifecycleObserver::VectorAnimationManagerDestroyed()
- */
- void VectorAnimationManagerDestroyed() override;
-
protected:
/**
* @brief Constructor.
void OnAnimationFinished(uint32_t playStateId);
/**
- * @brief Event callback from rasterize thread. This is called when we want to ensure rendering next frame.
- *
- * @param[in] argument Not using arguments
- */
- void OnForceRendering(uint32_t argument);
-
- /**
* @brief Send animation data to the rasterize thread.
*/
void SendAnimationData();
/**
* @brief Callback when the visibility of the actor is changed.
*/
- void OnControlVisibilityChanged(Actor actor, bool visible, DevelActor::VisibilityChange::Type type);
+ void OnControlInheritedVisibilityChanged(Actor actor, bool visible);
/**
* @brief Callback when the visibility of the window is changed.
AnimatedVectorImageVisual& operator=(const AnimatedVectorImageVisual& visual) = delete;
private:
+ WeakHandle<Window> mPlacementWindow;
VisualUrl mImageUrl;
VectorAnimationTask::AnimationData mAnimationData;
VectorAnimationTaskPtr mVectorAnimationTask;
bool mLoadFailed : 1;
bool mRendererAdded : 1;
- bool mCoreShutdown : 1;
bool mRedrawInScalingDown : 1;
bool mEnableFrameCache : 1;
bool mUseNativeImage : 1;
+ bool mNotifyAfterRasterization : 1;
};
} // namespace Internal