#define DALI_TOOLKIT_INTERNAL_IMAGE_VISUAL_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <memory>
#include <dali/public-api/common/intrusive-ptr.h>
-#include <dali/public-api/images/image.h>
#include <dali/public-api/images/image-operations.h>
-#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/object/weak-handle.h>
// INTERNAL INCLUDES
namespace Internal
{
+class ImageVisualShaderFactory;
class ImageVisual;
typedef IntrusivePtr< ImageVisual > ImageVisualPtr;
*
* where imageFittingMode should be one of the following fitting modes:
* "SHRINK_TO_FIT"
- * "SCALE_TO_FIT"
+ * "SCALE_TO_FILL"
* "FIT_WIDTH"
* "FIT_HEIGHT"
* "DEFAULT"
* The visual will load the Image asynchronously when the associated actor is put on stage, and destroy the image when it is off stage
*
* @param[in] factoryCache The VisualFactoryCache object
+ * @param[in] shaderFactory The ImageVisualShaderFactory object
* @param[in] imageUrl The URL of the image resource to use
* @param[in] properties A Property::Map containing settings for this visual
* @param[in] size The width and height to fit the loaded image to.
* @return A smart-pointer to the newly allocated visual.
*/
static ImageVisualPtr New( VisualFactoryCache& factoryCache,
+ ImageVisualShaderFactory& shaderFactory,
const VisualUrl& imageUrl,
const Property::Map& properties,
ImageDimensions size = ImageDimensions(),
* The visual will load the Image asynchronously when the associated actor is put on stage, and destroy the image when it is off stage
*
* @param[in] factoryCache The VisualFactoryCache object
+ * @param[in] shaderFactory The ImageVisualShaderFactory object
* @param[in] imageUrl The URL of the image resource to use
* @param[in] size The width and height to fit the loaded image to.
* @param[in] fittingMode The FittingMode of the resource to load
* @return A smart-pointer to the newly allocated visual.
*/
static ImageVisualPtr New( VisualFactoryCache& factoryCache,
+ ImageVisualShaderFactory& shaderFactory,
const VisualUrl& imageUrl,
ImageDimensions size = ImageDimensions(),
FittingMode::Type fittingMode = FittingMode::DEFAULT,
Dali::SamplingMode::Type samplingMode = SamplingMode::BOX_THEN_LINEAR );
- /**
- * @brief Create a new image visual with an Image type.
- *
- * @param[in] factoryCache The VisualFactoryCache object
- * @param[in] image The image to use
- */
- static ImageVisualPtr New( VisualFactoryCache& factoryCache, const Image& image );
-
public: // from Visual
/**
* @copydoc Visual::Base::GetNaturalSize
*/
- virtual void GetNaturalSize( Vector2& naturalSize );
+ void GetNaturalSize( Vector2& naturalSize ) override;
/**
* @copydoc Visual::Base::CreatePropertyMap
*/
- virtual void DoCreatePropertyMap( Property::Map& map ) const;
+ void DoCreatePropertyMap( Property::Map& map ) const override;
/**
* @copydoc Visual::Base::CreateInstancePropertyMap
*/
- virtual void DoCreateInstancePropertyMap( Property::Map& map ) const;
+ void DoCreateInstancePropertyMap( Property::Map& map ) const override;
/**
* @copydoc Visual::Base::OnDoAction
*/
- virtual void OnDoAction( const Dali::Property::Index actionName, const Dali::Property::Value& attributes ) override;
+ void OnDoAction( const Dali::Property::Index actionName, const Dali::Property::Value& attributes ) override;
protected:
* The visual will load the Image asynchronously when the associated actor is put on stage, and destroy the image when it is off stage
*
* @param[in] factoryCache The VisualFactoryCache object
+ * @param[in] shaderFactory The ImageVisualShaderFactory object
* @param[in] imageUrl The URL of the image resource to use
* @param[in] size The width and height to fit the loaded image to.
* @param[in] fittingMode The FittingMode of the resource to load
* @param[in] samplingMode The SamplingMode of the resource to load
*/
ImageVisual( VisualFactoryCache& factoryCache,
+ ImageVisualShaderFactory& shaderFactory,
const VisualUrl& imageUrl,
ImageDimensions size,
FittingMode::Type fittingMode,
Dali::SamplingMode::Type samplingMode );
/**
- * @brief Constructor with an Image type.
- *
- * @param[in] factoryCache The VisualFactoryCache object
- * @param[in] image The image to use
- */
- ImageVisual( VisualFactoryCache& factoryCache, const Image& image );
-
- /**
* @brief A reference counted object may only be deleted by calling Unreference().
*/
virtual ~ImageVisual();
/**
* @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoSetProperties( const Property::Map& propertyMap );
+ void DoSetProperties( const Property::Map& propertyMap ) override;
/**
- * @copydoc Visual::Base::DoSetOnStage
+ * @copydoc Visual::Base::DoSetOnScene
*/
- virtual void DoSetOnStage( Actor& actor );
+ void DoSetOnScene( Actor& actor ) override;
/**
- * @copydoc Visual::Base::DoSetOffStage
+ * @copydoc Visual::Base::DoSetOffScene
*/
- virtual void DoSetOffStage( Actor& actor ) ;
+ void DoSetOffScene( Actor& actor ) override;
/**
* @copydoc Visual::Base::OnSetTransform
*/
- virtual void OnSetTransform() ;
+ void OnSetTransform() override;
/**
* @copydoc Visual::Base::IsResourceReady
*/
- virtual bool IsResourceReady() const;
-
-public:
+ bool IsResourceReady() const override;
/**
- * Get the standard image rendering shader.
- * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
- * @param[in] atlasing Whether texture atlasing is applied.
- * @param[in] defaultTextureWrapping Whether the default texture wrap mode is applied.
+ * @copydoc Visual::Base::UpdateShader
*/
- static Shader GetImageShader( VisualFactoryCache& factoryCache, bool atlasing, bool defaultTextureWrapping );
+ void UpdateShader() override;
+
+public:
/**
* @copydoc AtlasUploadObserver::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 UploadCompleted();
+ 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 );
+ void UploadComplete( bool success, int32_t textureId, TextureSet textureSet,
+ bool usingAtlas, const Vector4& atlasRectangle, bool preMultiplied ) override;
private:
/**
- * Allocate the mask data when a masking property is defined in the property map
+ * @copydoc TextureUploadObserver::LoadComplete
+ *
+ * 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 PixelBuffer loading is finished.
*/
- void AllocateMaskData();
+ void LoadComplete( bool loadSuccess, Devel::PixelBuffer pixelBuffer, const VisualUrl& url, bool preMultiplied ) override {}
/**
- * @brief Applies the image to the texture set used for this renderer
- *
- * @param[in] image The Image to apply to the texture set used for this renderer
+ * Allocate the mask data when a masking property is defined in the property map
*/
- void ApplyImageToSampler( const Image& image );
+ void AllocateMaskData();
/**
* @brief Load the texture, will try to atlas unless unable or param set to false.
void InitializeRenderer();
/**
- * @brief Initializes the Dali::Renderer from an image handle
- *
- * @param[in] image The image handle to intialize this ImageVisual from
- */
- void InitializeRenderer( const Image& image );
-
- /**
* @brief Creates the Dali::Renderer (potentially from the renderer cache), initializing it
* @param[in] textures to use
*/
void CreateRenderer( TextureSet& textures );
/**
- * @brief Creates the Dali::Renderer for NativeImage with custom sampler type and prefix, initializing it
- * @param NativeImageRenderer
- */
- void CreateNativeImageRenderer( NativeImage& nativeImage );
-
- /**
- * @brief Query whether resources requires to be loaded synchronously.
- * @return Returns true if synchronous resource loading is required, false otherwise.
- */
- bool IsSynchronousResourceLoading() const;
-
- /**
* Creates the texture set and adds the texture to it
* @param[out] textureRect The texture area of the texture in the atlas.
* @param[in] url The URL of the image resource to use.
*/
void DoSetProperty( Property::Index index, const Property::Value& value );
+ /**
+ * @brief Get a shader for the current properties.
+ * @return The shader for the current properties.
+ */
+ Shader GetShader();
+
private:
- Image mImage;
Vector4 mPixelArea;
WeakHandle<Actor> mPlacementActor;
VisualUrl mImageUrl;
TextureManager::TextureId mTextureId;
TextureSet mTextures;
+ ImageVisualShaderFactory& mImageVisualShaderFactory;
+
Dali::FittingMode::Type mFittingMode:3;
Dali::SamplingMode::Type mSamplingMode:4;
Dali::WrapMode::Type mWrapModeU:3;
Dali::Toolkit::ImageVisual::LoadPolicy::Type mLoadPolicy;
Dali::Toolkit::ImageVisual::ReleasePolicy::Type mReleasePolicy;
Vector4 mAtlasRect;
+ Dali::ImageDimensions mAtlasRectSize;
bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture
bool mLoading; ///< True if the texture is still loading.
bool mOrientationCorrection; ///< true if the image will have it's orientation corrected.