}
// From Texture Manager
-void ImageVisual::UploadComplete(bool loadingSuccess, int32_t textureId, TextureSet textureSet, bool usingAtlas, const Vector4& atlasRectangle, bool preMultiplied)
+void ImageVisual::LoadComplete(bool loadingSuccess, TextureInformation textureInformation)
{
Toolkit::Visual::ResourceStatus resourceStatus;
if(mImpl->mRenderer)
{
- if(usingAtlas)
+ if(textureInformation.useAtlasing)
{
mImpl->mRenderer.RegisterProperty(ATLAS_RECT_UNIFORM_NAME, mAtlasRect);
}
- EnablePreMultipliedAlpha(preMultiplied);
+ EnablePreMultipliedAlpha(textureInformation.preMultiplied);
Actor actor = mPlacementActor.GetHandle();
if(!loadingSuccess)
imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
}
mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
- textureSet = mImpl->mRenderer.GetTextures();
+ textureInformation.textureSet = mImpl->mRenderer.GetTextures();
}
else
{
Sampler sampler = Sampler::New();
sampler.SetWrapMode(mWrapModeU, mWrapModeV);
- textureSet.SetSampler(0u, sampler);
- mImpl->mRenderer.SetTextures(textureSet);
+ textureInformation.textureSet.SetSampler(0u, sampler);
+ mImpl->mRenderer.SetTextures(textureInformation.textureSet);
}
if(actor)
// Storing TextureSet needed when renderer staged.
if(!mImpl->mRenderer)
{
- mTextures = textureSet;
+ mTextures = textureInformation.textureSet;
}
// Image loaded, set status regardless of staged status.