#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-url.h>
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
+#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
namespace Dali
{
*
* where imageFittingMode should be one of the following fitting modes:
* "SHRINK_TO_FIT"
- * "SCALE_TO_FIT"
+ * "SCALE_TO_FILL"
* "FIT_WIDTH"
* "FIT_HEIGHT"
* "DEFAULT"
*/
virtual void DoCreateInstancePropertyMap( Property::Map& map ) const;
+ /**
+ * @copydoc Visual::Base::OnDoAction
+ */
+ virtual void OnDoAction( const Dali::Property::Index actionName, const Dali::Property::Value& attributes ) override;
+
protected:
/**
/**
* @copydoc Visual::Base::DoSetOffStage
*/
- virtual void DoSetOffStage( Actor& actor );
+ virtual void DoSetOffStage( Actor& actor ) ;
/**
* @copydoc Visual::Base::OnSetTransform
*/
- virtual void OnSetTransform();
+ virtual void OnSetTransform() ;
+
+ /**
+ * @copydoc Visual::Base::IsResourceReady
+ */
+ virtual bool IsResourceReady() const;
public:
* To avoid rendering garbage pixels, renderer should be added to actor after the resources are ready.
* This callback is the place to add the renderer as it would be called once the loading is finished.
*/
- virtual void UploadCompleted();
+ virtual void UploadCompleted() override;
/**
* @copydoc TextureUploadObserver::UploadCompleted
* To avoid rendering garbage pixels, renderer should be added to actor after the resources are ready.
* This callback is the place to add the renderer as it would be called once the loading is finished.
*/
- virtual void UploadComplete( bool success, int32_t textureId, TextureSet textureSet, bool usingAtlas, const Vector4& atlasRectangle );
+ virtual void UploadComplete( bool success, int32_t textureId, TextureSet textureSet,
+ bool usingAtlas, const Vector4& atlasRectangle, bool preMultiplied ) override;
private:
* @param[out] atlasRect if atlasing is used this the texture area of the image in the atlas.
* @param[out] textures resulting texture set from the image loading.
* @param[in] orientationCorrection flag determines if orientation correction should be performed
+ * @param[in] forceReload flag determines if the texture should be reloaded from its source or use the cached texture.
+ */
+ void LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures, bool orientationCorrection, TextureManager::ReloadPolicy forceReload );
+
+ /**
+ * @brief Checks if atlasing should be attempted
+ * @return bool returns true if atlasing can be attempted.
*/
- void LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures, bool orientationCorrection );
+ bool AttemptAtlasing();
/**
* @brief Initializes the Dali::Renderer from the image url
Dali::SamplingMode::Type mSamplingMode:4;
Dali::WrapMode::Type mWrapModeU:3;
Dali::WrapMode::Type mWrapModeV:3;
- DevelImageVisual::LoadPolicy::Type mLoadPolicy;
- DevelImageVisual::ReleasePolicy::Type mReleasePolicy;
+ Dali::Toolkit::ImageVisual::LoadPolicy::Type mLoadPolicy;
+ Dali::Toolkit::ImageVisual::ReleasePolicy::Type mReleasePolicy;
Vector4 mAtlasRect;
bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture
bool mLoading; ///< True if the texture is still loading.