Add CURRENT_FRAME_NUMBER and TOTAL_FRAME_NUMBER properties to the AnimatedImageVisual
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / visual-factory-cache.cpp
index 7044e6d..bb6eb81 100644 (file)
@@ -89,7 +89,7 @@ Geometry VisualFactoryCache::CreateQuadGeometry()
 
   Property::Map quadVertexFormat;
   quadVertexFormat["aPosition"] = Property::VECTOR2;
-  PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+  VertexBuffer quadVertices = VertexBuffer::New( quadVertexFormat );
   quadVertices.SetData( quadVertexData, 4 );
 
   // Create the geometry object
@@ -125,7 +125,7 @@ SvgRasterizeThread* VisualFactoryCache::GetSVGRasterizationThread()
 {
   if( !mSvgRasterizeThread )
   {
-    mSvgRasterizeThread = new SvgRasterizeThread( new EventThreadCallback( MakeCallback( this, &VisualFactoryCache::ApplyRasterizedSVGToSampler ) ) );
+    mSvgRasterizeThread = new SvgRasterizeThread();
     mSvgRasterizeThread->Start();
   }
   return mSvgRasterizeThread;
@@ -140,14 +140,6 @@ VectorAnimationManager& VisualFactoryCache::GetVectorAnimationManager()
   return *mVectorAnimationManager;
 }
 
-void VisualFactoryCache::ApplyRasterizedSVGToSampler()
-{
-  while( RasterizingTaskPtr task = mSvgRasterizeThread->NextCompletedTask() )
-  {
-    task->GetSvgVisual()->ApplyRasterizedImage( task->GetParsedImage(), task->GetPixelData() );
-  }
-}
-
 Geometry VisualFactoryCache::CreateGridGeometry( Uint16Pair gridSize )
 {
   uint16_t gridWidth = gridSize.GetWidth();
@@ -193,20 +185,20 @@ Geometry VisualFactoryCache::CreateGridGeometry( Uint16Pair gridSize )
 
   Property::Map vertexFormat;
   vertexFormat[ "aPosition" ] = Property::VECTOR2;
-  PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
+  VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
   if( vertices.Size() > 0 )
   {
-    vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
+    vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
   }
 
   Property::Map indexFormat;
   indexFormat[ "indices" ] = Property::INTEGER;
-  PropertyBuffer indexPropertyBuffer = PropertyBuffer::New( indexFormat );
+  VertexBuffer indexVertexBuffer = VertexBuffer::New( indexFormat );
 
 
   // Create the geometry object
   Geometry geometry = Geometry::New();
-  geometry.AddVertexBuffer( vertexPropertyBuffer );
+  geometry.AddVertexBuffer( vertexBuffer );
   if( indices.Size() > 0 )
   {
     geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );