X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fsvg%2Fsvg-visual.cpp;h=1e9522349c44830fbe34d7a92f91fdb453e60b0a;hp=df53192bcdffaf4d9246065c9dc22b1fd7134f0e;hb=eedb83ac31c3728a311dbe462bedc660f54094d8;hpb=a68dbe03813fd3db34c81f4e6960572e8882930b diff --git a/dali-toolkit/internal/visuals/svg/svg-visual.cpp b/dali-toolkit/internal/visuals/svg/svg-visual.cpp index df53192..1e95223 100644 --- a/dali-toolkit/internal/visuals/svg/svg-visual.cpp +++ b/dali-toolkit/internal/visuals/svg/svg-visual.cpp @@ -22,13 +22,12 @@ #include #include #include -#include #include #include // INTERNAL INCLUDES #include -#include +#include #include #include #include @@ -54,17 +53,27 @@ namespace Toolkit namespace Internal { -SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, const std::string& imageUrl ) +SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl, const Property::Map& properties ) { - SvgVisual* svgVisual = new SvgVisual( factoryCache ); + SvgVisualPtr svgVisual( new SvgVisual( factoryCache ) ); svgVisual->ParseFromUrl( imageUrl ); + svgVisual->SetProperties( properties ); + + return svgVisual; +} + +SvgVisualPtr SvgVisual::New( VisualFactoryCache& factoryCache, const VisualUrl& imageUrl ) +{ + SvgVisualPtr svgVisual( new SvgVisual( factoryCache ) ); + svgVisual->ParseFromUrl( imageUrl ); + return svgVisual; } SvgVisual::SvgVisual( VisualFactoryCache& factoryCache ) : Visual::Base( factoryCache ), mAtlasRect( FULL_TEXTURE_RECT ), - mImageUrl(), + mImageUrl( ), mParsedImage( NULL ), mPlacementActor(), mVisualSize(Vector2::ZERO) @@ -90,11 +99,6 @@ void SvgVisual::DoSetOnStage( Actor& actor ) { Shader shader = ImageVisual::GetImageShader( mFactoryCache, true, true ); Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY ); - if( !geometry ) - { - geometry = mFactoryCache.CreateQuadGeometry(); - mFactoryCache.SaveGeometry( VisualFactoryCache::QUAD_GEOMETRY, geometry ); - } TextureSet textureSet = TextureSet::New(); mImpl->mRenderer = Renderer::New( geometry, shader ); mImpl->mRenderer.SetTextures( textureSet ); @@ -106,6 +110,9 @@ void SvgVisual::DoSetOnStage( Actor& actor ) // 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(); } void SvgVisual::DoSetOffStage( Actor& actor ) @@ -133,31 +140,27 @@ void SvgVisual::GetNaturalSize( Vector2& naturalSize ) void SvgVisual::DoCreatePropertyMap( Property::Map& map ) const { map.Clear(); - map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::IMAGE ); - if( !mImageUrl.empty() ) + map.Insert( Toolkit::DevelVisual::Property::TYPE, Toolkit::DevelVisual::SVG ); + if( mImageUrl.IsValid() ) { - map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl ); + map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() ); } } -void SvgVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue ) -{ - // TODO -} - -Dali::Property::Value SvgVisual::DoGetProperty( Dali::Property::Index index ) +void SvgVisual::DoCreateInstancePropertyMap( Property::Map& map ) const { - // TODO - return Dali::Property::Value(); + // Do nothing } -void SvgVisual::ParseFromUrl( const std::string& imageUrl ) +void SvgVisual::ParseFromUrl( const VisualUrl& imageUrl ) { mImageUrl = imageUrl; - - Vector2 dpi = Stage::GetCurrent().GetDpi(); - float meanDpi = (dpi.height + dpi.width) * 0.5f; - mParsedImage = nsvgParseFromFile( imageUrl.c_str(), UNITS, meanDpi ); + if( mImageUrl.IsLocal() ) + { + Vector2 dpi = Stage::GetCurrent().GetDpi(); + float meanDpi = (dpi.height + dpi.width) * 0.5f; + mParsedImage = nsvgParseFromFile( mImageUrl.GetUrl().c_str(), UNITS, meanDpi ); + } } void SvgVisual::AddRasterizationTask( const Vector2& size ) @@ -228,6 +231,9 @@ void SvgVisual::ApplyRasterizedImage( PixelData rasterizedPixelData ) // reset the weak handle so that the renderer only get added to actor once mPlacementActor.Reset(); } + + // Svg loaded and ready to display + ResourceReady(); } }