Support to use NPatchImage in brokenImage
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image / image-visual.cpp
index 0251a1d..7e404ca 100644 (file)
@@ -513,8 +513,14 @@ void ImageVisual::GetNaturalSize(Vector2& naturalSize)
       }
       else
       {
-        Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
-
+        Actor actor = mPlacementActor.GetHandle();
+        Vector2 imageSize = Vector2::ZERO;
+        if(actor)
+        {
+          imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+        }
+        mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
+        Texture brokenImage = mImpl->mRenderer.GetTextures().GetTexture(0);
         naturalSize.x = brokenImage.GetWidth();
         naturalSize.y = brokenImage.GetWidth();
       }
@@ -710,12 +716,12 @@ void ImageVisual::DoSetOnScene(Actor& actor)
   }
   else if(mLoadState == TextureManager::LoadState::LOAD_FAILED)
   {
-    Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
-
-    mTextures = TextureSet::New();
-    mTextures.SetTexture(0u, brokenImage);
-    mImpl->mRenderer.SetTextures(mTextures);
-
+    Vector2 imageSize = Vector2::ZERO;
+    if(actor)
+    {
+      imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+    }
+    mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
     actor.AddRenderer(mImpl->mRenderer);
     mPlacementActor.Reset();
 
@@ -860,26 +866,30 @@ void ImageVisual::UploadComplete(bool loadingSuccess, int32_t textureId, Texture
     EnablePreMultipliedAlpha(preMultiplied);
 
     Actor actor = mPlacementActor.GetHandle();
-    if(actor)
+    if(!loadingSuccess)
     {
-      actor.AddRenderer(mImpl->mRenderer);
-      // reset the weak handle so that the renderer only get added to actor once
-      mPlacementActor.Reset();
+      Vector2 imageSize = Vector2::ZERO;
+      if(actor)
+      {
+        imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+      }
+      mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
+      textureSet = mImpl->mRenderer.GetTextures();
     }
-
-    if(!loadingSuccess)
+    else
     {
-      Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
-
-      textureSet = TextureSet::New();
-      textureSet.SetTexture(0u, brokenImage);
+      Sampler sampler = Sampler::New();
+      sampler.SetWrapMode(mWrapModeU, mWrapModeV);
+      textureSet.SetSampler(0u, sampler);
       mImpl->mRenderer.SetTextures(textureSet);
     }
 
-    Sampler sampler = Sampler::New();
-    sampler.SetWrapMode(mWrapModeU, mWrapModeV);
-    textureSet.SetSampler(0u, sampler);
-    mImpl->mRenderer.SetTextures(textureSet);
+    if(actor)
+    {
+      actor.AddRenderer(mImpl->mRenderer);
+      // reset the weak handle so that the renderer only get added to actor once
+      mPlacementActor.Reset();
+    }
   }
 
   // Storing TextureSet needed when renderer staged.