#include <dali-toolkit/internal/visuals/visual-base-impl.h>
#include <dali-toolkit/internal/visuals/visual-url.h>
+#ifdef NO_THORVG
struct NSVGimage;
+#endif /* NO_THORVG */
namespace Dali
{
public:
+#ifdef NO_THORVG
/**
* @bried Apply the rasterized image to the visual.
*
* @param[in] rasterizedPixelData The pixel buffer with the rasterized pixels
*/
void ApplyRasterizedImage( NSVGimage* parsedSvg, PixelData rasterizedPixelData );
+#else /* NO_THORVG */
+ /**
+ * @bried Apply the rasterized image to the visual.
+ *
+ * @param[in] vectorImage The data of vector image.
+ * @param[in] rasterizedPixelData The pixel buffer with the rasterized pixels
+ * @param[in] bool Whether the resource is loaded
+ */
+ void ApplyRasterizedImage( VectorImageRenderer vectorImage, PixelData rasterizedPixelData, bool isLoaded );
+#endif /* NO_THORVG */
private:
+#ifdef NO_THORVG
/**
* @brief Parses the SVG Image from the set URL.
*
* @param[in] imageUrl The URL of the image to parse the SVG from.
*/
void ParseFromUrl( const VisualUrl& imageUrl );
+#else /* NO_THORVG */
+ /**
+ * @brief Load the SVG Image from the set URL.
+ */
+ void Load();
+#endif /* NO_THORVG */
/**
* @bried Rasterize the svg with the given size, and add it to the visual.
ImageVisualShaderFactory& mImageVisualShaderFactory;
Vector4 mAtlasRect;
VisualUrl mImageUrl;
+#ifdef NO_THORVG
NSVGimage* mParsedImage;
+#else /* NO_THORVG */
+ VectorImageRenderer mVectorRenderer;
+ uint32_t mDefaultWidth;
+ uint32_t mDefaultHeight;
+ bool mLoaded;
+ bool mLocalResource;
+#endif /* NO_THORVG */
WeakHandle<Actor> mPlacementActor;
Vector2 mVisualSize;
bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture