} // unnamed namespace
+
ImageVisualPtr ImageVisual::New( VisualFactoryCache& factoryCache,
ImageVisualShaderFactory& shaderFactory,
const VisualUrl& imageUrl,
}
ImageVisual::ImageVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const Image& image )
-: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ),
+: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
mImage( image ),
mPixelArea( FULL_TEXTURE_RECT ),
mPlacementActor(),
if( textureSet )
{
auto texture = textureSet.GetTexture(0);
- naturalSize.x = texture.GetWidth();
- naturalSize.y = texture.GetHeight();
- return;
+ if( texture )
+ {
+ naturalSize.x = texture.GetWidth();
+ naturalSize.y = texture.GetHeight();
+ return;
+ }
}
}
return;
}
}
-
naturalSize = Vector2::ZERO;
}
mPlacementActor = actor;
// Search the Actor tree to find if Layer UI behaviour set.
Layer layer = actor.GetLayer();
- if( layer && layer.GetBehavior() == Layer::LAYER_3D )
+ if( layer && layer.GetProperty<Layer::Behavior>( Layer::Property::BEHAVIOR ) == Layer::LAYER_3D )
{
// Layer 3D set, do not align pixels
mImpl->mRenderer.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF );