// EXTERNAL INCLUDES
#include <dali/devel-api/common/stage.h>
#include <dali/integration-api/debug.h>
+#include <dali/public-api/rendering/decorated-visual-renderer.h>
namespace Dali
{
{
namespace
{
-const int CUSTOM_PROPERTY_COUNT(6); // atlas + corner/border
+const int CUSTOM_PROPERTY_COUNT(1); // atlas
// property name
const Dali::Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
{
Shader shader = GenerateShader();
Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
- mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer = DecoratedVisualRenderer::New(geometry, shader);
mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
+
+ Vector2 dpi = Stage::GetCurrent().GetDpi();
+ float meanDpi = (dpi.height + dpi.width) * 0.5f;
+
+ SvgTaskPtr newTask = new SvgLoadingTask(this, mVectorRenderer, mImageUrl, meanDpi);
+
+ if(IsSynchronousLoadingRequired() && mImageUrl.IsLocalResource())
+ {
+ newTask->Process();
+ }
+ else
+ {
+ mFactoryCache.GetSVGRasterizationManager()->AddTask(newTask);
+ }
}
void SvgVisual::DoSetProperties(const Property::Map& propertyMap)
void SvgVisual::DoSetOffScene(Actor& actor)
{
- mFactoryCache.GetSVGRasterizationThread()->RemoveTask(this);
+ mFactoryCache.GetSVGRasterizationManager()->RemoveTask(this);
actor.RemoveRenderer(mImpl->mRenderer);
mPlacementActor.Reset();
unsigned int width = static_cast<unsigned int>(size.width);
unsigned int height = static_cast<unsigned int>(size.height);
- Vector2 dpi = Stage::GetCurrent().GetDpi();
- float meanDpi = (dpi.height + dpi.width) * 0.5f;
-
- RasterizingTaskPtr newTask = new RasterizingTask(this, mVectorRenderer, mImageUrl, meanDpi, width, height);
+ SvgTaskPtr newTask = new SvgRasterizingTask(this, mVectorRenderer, width, height);
if(IsSynchronousLoadingRequired() && mImageUrl.IsLocalResource())
{
- newTask->Load();
- newTask->Rasterize();
- ApplyRasterizedImage(newTask->GetPixelData(), newTask->IsLoaded());
+ newTask->Process();
+ ApplyRasterizedImage(newTask->GetPixelData(), newTask->HasSucceeded());
}
else
{
- mFactoryCache.GetSVGRasterizationThread()->AddTask(newTask);
+ mFactoryCache.GetSVGRasterizationManager()->AddTask(newTask);
}
}
}
-void SvgVisual::ApplyRasterizedImage(PixelData rasterizedPixelData, bool isLoaded)
+void SvgVisual::ApplyRasterizedImage(PixelData rasterizedPixelData, bool success)
{
- if(isLoaded && rasterizedPixelData && IsOnScene())
+ if(success)
{
if(mDefaultWidth == 0 || mDefaultHeight == 0)
{
mVectorRenderer.GetDefaultSize(mDefaultWidth, mDefaultHeight);
}
- mRasterizedSize.x = static_cast<float>(rasterizedPixelData.GetWidth());
- mRasterizedSize.y = static_cast<float>(rasterizedPixelData.GetHeight());
-
- TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
- if(mImpl->mFlags & Impl::IS_ATLASING_APPLIED)
+ // Rasterization success
+ if(rasterizedPixelData && IsOnScene())
{
- mFactoryCache.GetAtlasManager()->Remove(currentTextureSet, mAtlasRect);
- }
-
- TextureSet textureSet;
+ mRasterizedSize.x = static_cast<float>(rasterizedPixelData.GetWidth());
+ mRasterizedSize.y = static_cast<float>(rasterizedPixelData.GetHeight());
- if(mAttemptAtlasing && !mImpl->mCustomShader)
- {
- Vector4 atlasRect;
- textureSet = mFactoryCache.GetAtlasManager()->Add(atlasRect, rasterizedPixelData);
- if(textureSet) // atlasing
+ TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
+ if(mImpl->mFlags & Impl::IS_ATLASING_APPLIED)
{
- if(textureSet != currentTextureSet)
- {
- mImpl->mRenderer.SetTextures(textureSet);
- }
- mImpl->mRenderer.RegisterProperty(ATLAS_RECT_UNIFORM_NAME, atlasRect);
- mAtlasRect = atlasRect;
- mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
+ mFactoryCache.GetAtlasManager()->Remove(currentTextureSet, mAtlasRect);
}
- }
- if(!textureSet) // no atlasing - mAttemptAtlasing is false or adding to atlas is failed
- {
- Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D, Pixel::RGBA8888, rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight());
- texture.Upload(rasterizedPixelData);
- mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+ TextureSet textureSet;
- if(mAtlasRect == FULL_TEXTURE_RECT)
+ if(mAttemptAtlasing && !mImpl->mCustomShader)
{
- textureSet = currentTextureSet;
+ Vector4 atlasRect;
+ textureSet = mFactoryCache.GetAtlasManager()->Add(atlasRect, rasterizedPixelData);
+ if(textureSet) // atlasing
+ {
+ if(textureSet != currentTextureSet)
+ {
+ mImpl->mRenderer.SetTextures(textureSet);
+ }
+ mImpl->mRenderer.RegisterProperty(ATLAS_RECT_UNIFORM_NAME, atlasRect);
+ mAtlasRect = atlasRect;
+ mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
+ }
}
- else
+
+ if(!textureSet) // no atlasing - mAttemptAtlasing is false or adding to atlas is failed
{
- textureSet = TextureSet::New();
- mImpl->mRenderer.SetTextures(textureSet);
+ Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D, Pixel::RGBA8888, rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight());
+ texture.Upload(rasterizedPixelData);
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+
+ if(mAtlasRect == FULL_TEXTURE_RECT)
+ {
+ textureSet = currentTextureSet;
+ }
+ else
+ {
+ textureSet = TextureSet::New();
+ mImpl->mRenderer.SetTextures(textureSet);
- mImpl->mRenderer.RegisterProperty(ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT);
- mAtlasRect = FULL_TEXTURE_RECT;
+ mImpl->mRenderer.RegisterProperty(ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT);
+ mAtlasRect = FULL_TEXTURE_RECT;
+ }
+
+ if(textureSet)
+ {
+ textureSet.SetTexture(0, texture);
+ }
}
- if(textureSet)
+ // Rasterized pixels are uploaded to texture. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
+ Actor actor = mPlacementActor.GetHandle();
+ if(actor)
{
- textureSet.SetTexture(0, texture);
+ actor.AddRenderer(mImpl->mRenderer);
+ // reset the weak handle so that the renderer only get added to actor once
+ mPlacementActor.Reset();
}
- }
- // Rasterized pixels are uploaded to texture. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
- Actor actor = mPlacementActor.GetHandle();
- if(actor)
- {
- actor.AddRenderer(mImpl->mRenderer);
- // reset the weak handle so that the renderer only get added to actor once
- mPlacementActor.Reset();
+ // Svg loaded and ready to display
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
-
- // Svg loaded and ready to display
- ResourceReady(Toolkit::Visual::ResourceStatus::READY);
}
- else if(!isLoaded || !rasterizedPixelData)
+ else if(!success && !mLoadFailed)
{
mLoadFailed = true;