/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
// CLASS HEADER
#include "svg-visual.h"
-// EXTERNAL INCLUDES
-#include <dali/public-api/images/buffer-image.h>
-#include <dali/public-api/common/stage.h>
-#include <dali/public-api/math/vector4.h>
-#include <dali/devel-api/images/texture-set-image.h>
-#include <dali/integration-api/debug.h>
-
// INTERNAL INCLUDES
-#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
-#include <dali-toolkit/public-api/visuals/visual-properties.h>
-#include <dali-toolkit/third-party/nanosvg/nanosvg.h>
#include <dali-toolkit/internal/visuals/svg/svg-rasterize-thread.h>
#include <dali-toolkit/internal/visuals/image-atlas-manager.h>
-#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/internal/visuals/visual-string-constants.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
#include <dali-toolkit/internal/visuals/image-visual-shader-factory.h>
+#include <dali-toolkit/public-api/visuals/image-visual-properties.h>
-namespace
-{
-const char * const UNITS("px");
-
-// property name
-const char * const IMAGE_ATLASING( "atlasing" );
-
-const Dali::Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
-}
+// EXTERNAL INCLUDES
+#include <dali/devel-api/common/stage.h>
+#include <dali/devel-api/adaptor-framework/file-loader.h>
+#include <dali/integration-api/debug.h>
namespace Dali
{
namespace Internal
{
-SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
+namespace
{
- SvgVisualPtr svgVisual( new SvgVisual( factoryCache, shaderFactory ) );
- svgVisual->ParseFromUrl( imageUrl );
- svgVisual->SetProperties( properties );
+// property name
+const Dali::Vector4 FULL_TEXTURE_RECT(0.f, 0.f, 1.f, 1.f);
+}
+
+SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties )
+{
+ SvgVisualPtr svgVisual( new SvgVisual( factoryCache, shaderFactory, imageUrl ) );
+ svgVisual->Load();
+ svgVisual->SetProperties(properties);
+ svgVisual->Initialize();
return svgVisual;
}
SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl )
{
- SvgVisualPtr svgVisual( new SvgVisual( factoryCache, shaderFactory ) );
- svgVisual->ParseFromUrl( imageUrl );
-
+ SvgVisualPtr svgVisual( new SvgVisual( factoryCache, shaderFactory, imageUrl ) );
+ svgVisual->Load();
+ svgVisual->Initialize();
return svgVisual;
}
-SvgVisual::SvgVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
- mImageVisualShaderFactory( shaderFactory ),
- mAtlasRect( FULL_TEXTURE_RECT ),
- mImageUrl( ),
- mParsedImage( NULL ),
+SvgVisual::SvgVisual(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl)
+: Visual::Base(factoryCache, Visual::FittingMode::FILL, Toolkit::Visual::SVG),
+ mImageVisualShaderFactory(shaderFactory),
+ mAtlasRect(FULL_TEXTURE_RECT),
+ mImageUrl(imageUrl),
+ mVectorRenderer(VectorImageRenderer::New()),
+ mDefaultWidth(0),
+ mDefaultHeight(0),
mPlacementActor(),
mVisualSize(Vector2::ZERO),
- mAttemptAtlasing( false )
+ mLoadFailed(false),
+ mAttemptAtlasing(false)
{
// the rasterized image is with pre-multiplied alpha format
mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
SvgVisual::~SvgVisual()
{
- if( mParsedImage )
+}
+
+void SvgVisual::OnInitialize()
+{
+ Shader shader;
+ if(!mImpl->mCustomShader)
+ {
+ shader = mImageVisualShaderFactory.GetShader(mFactoryCache, mAttemptAtlasing, true, IsRoundedCornerRequired());
+ }
+ else
{
- nsvgDelete( mParsedImage );
+ shader = Shader::New(mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource().data() : mImpl->mCustomShader->mVertexShader,
+ mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource().data() : mImpl->mCustomShader->mFragmentShader,
+ mImpl->mCustomShader->mHints);
+
+ shader.RegisterProperty(PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT);
}
+
+ Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY);
+ mImpl->mRenderer = Renderer::New(geometry, shader);
}
void SvgVisual::DoSetProperties( const Property::Map& propertyMap )
{
DoSetProperty( Toolkit::ImageVisual::Property::ATLASING, keyValue.second );
}
+ else if( keyValue.first == SYNCHRONOUS_LOADING )
+ {
+ DoSetProperty( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, keyValue.second );
+ }
}
}
value.Get( mAttemptAtlasing );
break;
}
+ case Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING:
+ {
+ bool sync = false;
+ if( value.Get( sync ) )
+ {
+ if( sync )
+ {
+ mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
+ }
+ else
+ {
+ mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
+ }
+ }
+ else
+ {
+ DALI_LOG_ERROR("ImageVisual: synchronousLoading property has incorrect type\n");
+ }
+ break;
+ }
}
}
-void SvgVisual::DoSetOnStage( Actor& actor )
+void SvgVisual::DoSetOnScene( Actor& actor )
{
- Shader shader;
- if( !mImpl->mCustomShader )
- {
- shader = mImageVisualShaderFactory.GetShader( mFactoryCache, mAttemptAtlasing, true );
- }
- else
- {
- shader = Shader::New( mImpl->mCustomShader->mVertexShader.empty() ? mImageVisualShaderFactory.GetVertexShaderSource() : mImpl->mCustomShader->mVertexShader,
- mImpl->mCustomShader->mFragmentShader.empty() ? mImageVisualShaderFactory.GetFragmentShaderSource() : mImpl->mCustomShader->mFragmentShader,
- mImpl->mCustomShader->mHints );
-
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
- }
-
- Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
TextureSet textureSet = TextureSet::New();
- mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetTextures( textureSet );
// Register transform properties
// Hold the weak handle of the placement actor and delay the adding of renderer until the svg rasterization is finished.
mPlacementActor = actor;
- // SVG visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
- ResourceReady( Toolkit::Visual::ResourceStatus::READY );
+ if(mLoadFailed)
+ {
+ Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
+ textureSet.SetTexture(0u, brokenImage);
+
+ actor.AddRenderer(mImpl->mRenderer);
+
+ ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);
+ }
+ else
+ {
+ // SVG visual needs it's size set before it can be rasterized hence set ResourceReady once on stage
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+ }
}
-void SvgVisual::DoSetOffStage( Actor& actor )
+void SvgVisual::DoSetOffScene( Actor& actor )
{
mFactoryCache.GetSVGRasterizationThread()->RemoveTask( this );
actor.RemoveRenderer( mImpl->mRenderer );
- mImpl->mRenderer.Reset();
mPlacementActor.Reset();
// Reset the visual size to zero so that when adding the actor back to stage the SVG rasterization is forced
void SvgVisual::GetNaturalSize( Vector2& naturalSize )
{
- if( mParsedImage )
- {
- naturalSize.x = mParsedImage->width;
- naturalSize.y = mParsedImage->height;
- }
- else
- {
- naturalSize = Vector2::ZERO;
- }
+ naturalSize.x = mDefaultWidth;
+ naturalSize.y = mDefaultHeight;
}
void SvgVisual::DoCreatePropertyMap( Property::Map& map ) const
map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
map.Insert( Toolkit::ImageVisual::Property::ATLASING, mAttemptAtlasing );
}
+ map.Insert( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, IsSynchronousLoadingRequired() );
}
void SvgVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
// Do nothing
}
-void SvgVisual::ParseFromUrl( const VisualUrl& imageUrl )
+void SvgVisual::Load()
{
- mImageUrl = imageUrl;
- if( mImageUrl.IsLocalResource() )
+ // load remote resource on svg rasterize thread.
+ if(mImageUrl.IsLocalResource())
{
- Vector2 dpi = Stage::GetCurrent().GetDpi();
- float meanDpi = (dpi.height + dpi.width) * 0.5f;
- mParsedImage = nsvgParseFromFile( mImageUrl.GetUrl().c_str(), UNITS, meanDpi );
+ Dali::Vector<uint8_t> buffer;
+ if(Dali::FileLoader::ReadFile(mImageUrl.GetUrl(), buffer))
+ {
+ buffer.PushBack('\0');
+
+ Vector2 dpi = Stage::GetCurrent().GetDpi();
+ float meanDpi = (dpi.height + dpi.width) * 0.5f;
+ if(!mVectorRenderer.Load(buffer, meanDpi))
+ {
+ mLoadFailed = true;
+ DALI_LOG_ERROR("SvgVisual::Load: Failed to load file! [%s]\n", mImageUrl.GetUrl().c_str());
+ return;
+ }
+ mVectorRenderer.GetDefaultSize(mDefaultWidth, mDefaultHeight);
+ }
+ else
+ {
+ mLoadFailed = true;
+ DALI_LOG_ERROR("SvgVisual::Load: Failed to read file! [%s]\n", mImageUrl.GetUrl().c_str());
+ }
}
}
void SvgVisual::AddRasterizationTask( const Vector2& size )
{
- if( mImpl->mRenderer && mParsedImage )
+ if( mImpl->mRenderer )
{
unsigned int width = static_cast<unsigned int>(size.width);
unsigned int height = static_cast<unsigned int>( size.height );
- RasterizingTaskPtr newTask = new RasterizingTask( this, mParsedImage, width, height );
- mFactoryCache.GetSVGRasterizationThread()->AddTask( newTask );
+ Vector2 dpi = Stage::GetCurrent().GetDpi();
+ float meanDpi = ( dpi.height + dpi.width ) * 0.5f;
+
+ RasterizingTaskPtr newTask = new RasterizingTask(this, mVectorRenderer, mImageUrl, meanDpi, width, height);
+ if(IsSynchronousLoadingRequired() && mImageUrl.IsLocalResource())
+ {
+ newTask->Load();
+ newTask->Rasterize();
+ ApplyRasterizedImage(newTask->GetVectorRenderer(), newTask->GetPixelData(), newTask->IsLoaded());
+ }
+ else
+ {
+ mFactoryCache.GetSVGRasterizationThread()->AddTask( newTask );
+ }
}
}
-void SvgVisual::ApplyRasterizedImage( PixelData rasterizedPixelData )
+void SvgVisual::ApplyRasterizedImage( VectorImageRenderer vectorRenderer, PixelData rasterizedPixelData, bool isLoaded )
{
- if( IsOnStage() )
+ if(isLoaded && rasterizedPixelData && IsOnScene())
{
TextureSet currentTextureSet = mImpl->mRenderer.GetTextures();
- if( mImpl->mFlags |= Impl::IS_ATLASING_APPLIED )
+ if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED )
{
mFactoryCache.GetAtlasManager()->Remove( currentTextureSet, mAtlasRect );
}
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)
+ {
+ Actor actor = mPlacementActor.GetHandle();
+ if(actor)
+ {
+ TextureSet textureSet = mImpl->mRenderer.GetTextures();
+
+ Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
+ textureSet.SetTexture(0u, brokenImage);
+
+ actor.AddRenderer(mImpl->mRenderer);
+ }
+
+ ResourceReady( Toolkit::Visual::ResourceStatus::FAILED );
}
}
{
Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize );
- if( mParsedImage && IsOnStage() )
+ if(IsOnScene() && !mLoadFailed)
{
if( visualSize != mVisualSize )
{
}
}
+bool SvgVisual::IsResourceReady() const
+{
+ return ( mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::READY ||
+ mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::FAILED );
+}
+
} // namespace Internal
} // namespace Toolkit