#define DALI_TOOLKIT_INTERNAL_SVG_VISUAL_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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 <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
{
/**
* @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;
protected:
*
* @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
* @param[in] shaderFactory The ImageVisualShaderFactory object
+ * @param[in] imageUrl The URL to svg resource to use
*/
- SvgVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory );
+ SvgVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl );
/**
* @brief A reference counted object may only be deleted by calling Unreference().
/**
* @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
+ */
+ bool IsResourceReady() const override;
public:
+#ifdef NO_THORVG
/**
* @bried Apply the rasterized image to the visual.
*
+ * @param[in] parsedSvg The data of parsed image.
* @param[in] rasterizedPixelData The pixel buffer with the rasterized pixels
*/
- void ApplyRasterizedImage( PixelData rasterizedPixelData );
-
-private:
-
+ void ApplyRasterizedImage( NSVGimage* parsedSvg, PixelData rasterizedPixelData );
+#else /* NO_THORVG */
/**
- * @brief Parses the SVG Image from the set URL.
+ * @bried Apply the rasterized image to the visual.
*
- * @param[in] imageUrl The URL of the image to parse the SVG from.
+ * @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 ParseFromUrl( const VisualUrl& imageUrl );
+ 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.
*/
void DoSetProperty( Property::Index index, const Property::Value& value );
-
// Undefined
SvgVisual( const SvgVisual& svgRenderer );
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