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=25e84fd5c6d5669d6629bf2e3c566f30cbfd5b24;hp=d9ca38b02b4de510d1de13c191f04b67c9c947cb;hb=e0c063be9e7ecde0e5665079289489d456828abf;hpb=b5b75a20279ee1671b8a78228583cf5114536fb0 diff --git a/dali-toolkit/internal/visuals/svg/svg-visual.cpp b/dali-toolkit/internal/visuals/svg/svg-visual.cpp index d9ca38b..25e84fd 100644 --- a/dali-toolkit/internal/visuals/svg/svg-visual.cpp +++ b/dali-toolkit/internal/visuals/svg/svg-visual.cpp @@ -1,5 +1,5 @@ /* - * 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. @@ -18,69 +18,61 @@ // CLASS HEADER #include "svg-visual.h" -// EXTERNAL INCLUDES -#include -#include -#include -#include -#include - // INTERNAL INCLUDES -#include -#include -#include -#include #include -#include -#include -#include #include +#include +#include +#include +#include -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 +#include +#include namespace Dali { - namespace Toolkit { - 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); + +} // namespace +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(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; @@ -88,215 +80,272 @@ SvgVisual::SvgVisual( VisualFactoryCache& factoryCache, ImageVisualShaderFactory SvgVisual::~SvgVisual() { - if( mParsedImage ) - { - nsvgDelete( mParsedImage ); - } } -void SvgVisual::DoSetProperties( const Property::Map& propertyMap ) +void SvgVisual::OnInitialize() +{ + Shader shader = GenerateShader(); + Geometry geometry = mFactoryCache.GetGeometry(VisualFactoryCache::QUAD_GEOMETRY); + mImpl->mRenderer = Renderer::New(geometry, shader); +} + +void SvgVisual::DoSetProperties(const Property::Map& propertyMap) { // url already passed in from constructor - for( Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter ) + for(Property::Map::SizeType iter = 0; iter < propertyMap.Count(); ++iter) { - KeyValuePair keyValue = propertyMap.GetKeyValue( iter ); - if( keyValue.first.type == Property::Key::INDEX ) + KeyValuePair keyValue = propertyMap.GetKeyValue(iter); + if(keyValue.first.type == Property::Key::INDEX) { - DoSetProperty( keyValue.first.indexKey, keyValue.second ); + DoSetProperty(keyValue.first.indexKey, keyValue.second); } - else if( keyValue.first == IMAGE_ATLASING ) + else if(keyValue.first == IMAGE_ATLASING) { - DoSetProperty( Toolkit::ImageVisual::Property::ATLASING, keyValue.second ); + DoSetProperty(Toolkit::ImageVisual::Property::ATLASING, keyValue.second); + } + else if(keyValue.first == SYNCHRONOUS_LOADING) + { + DoSetProperty(Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, keyValue.second); } } } -void SvgVisual::DoSetProperty( Property::Index index, const Property::Value& value ) +void SvgVisual::DoSetProperty(Property::Index index, const Property::Value& value) { - switch( index ) + switch(index) { case Toolkit::ImageVisual::Property::ATLASING: { - value.Get( mAttemptAtlasing ); + 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 ); + mImpl->mRenderer.SetTextures(textureSet); // Register transform properties - mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT ); + mImpl->mTransform.RegisterUniforms(mImpl->mRenderer, Direction::LEFT_TO_RIGHT); // Defer the rasterisation task until we get given a size (by Size Negotiation algorithm) // 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) + { + Vector2 imageSize = Vector2::ZERO; + imageSize = actor.GetProperty(Actor::Property::SIZE).Get(); + mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize); + 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 ); + mFactoryCache.GetSVGRasterizationThread()->RemoveTask(this); - actor.RemoveRenderer( mImpl->mRenderer ); - mImpl->mRenderer.Reset(); + actor.RemoveRenderer(mImpl->mRenderer); mPlacementActor.Reset(); // Reset the visual size to zero so that when adding the actor back to stage the SVG rasterization is forced mVisualSize = Vector2::ZERO; } -void SvgVisual::GetNaturalSize( Vector2& naturalSize ) +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 +void SvgVisual::DoCreatePropertyMap(Property::Map& map) const { map.Clear(); - map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::SVG ); - if( mImageUrl.IsValid() ) + map.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::SVG); + if(mImageUrl.IsValid()) { - map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() ); - map.Insert( Toolkit::ImageVisual::Property::ATLASING, mAttemptAtlasing ); + 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 +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 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 ) +void SvgVisual::AddRasterizationTask(const Vector2& size) { - if( mImpl->mRenderer && mParsedImage ) + if(mImpl->mRenderer) { - unsigned int width = static_cast(size.width); - unsigned int height = static_cast( size.height ); + unsigned int width = static_cast(size.width); + unsigned int height = static_cast(size.height); + + Vector2 dpi = Stage::GetCurrent().GetDpi(); + float meanDpi = (dpi.height + dpi.width) * 0.5f; - RasterizingTaskPtr newTask = new RasterizingTask( this, mParsedImage, width, height ); - mFactoryCache.GetSVGRasterizationThread()->AddTask( newTask ); + 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 ); + mFactoryCache.GetAtlasManager()->Remove(currentTextureSet, mAtlasRect); } TextureSet textureSet; - if( mAttemptAtlasing && !mImpl->mCustomShader ) + if(mAttemptAtlasing && !mImpl->mCustomShader) { Vector4 atlasRect; - textureSet = mFactoryCache.GetAtlasManager()->Add(atlasRect, rasterizedPixelData ); - if( textureSet ) // atlasing + textureSet = mFactoryCache.GetAtlasManager()->Add(atlasRect, rasterizedPixelData); + if(textureSet) // atlasing { - if( textureSet != currentTextureSet ) + if(textureSet != currentTextureSet) { - mImpl->mRenderer.SetTextures( textureSet ); + mImpl->mRenderer.SetTextures(textureSet); } - mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect ); + mImpl->mRenderer.RegisterProperty(ATLAS_RECT_UNIFORM_NAME, atlasRect); mAtlasRect = atlasRect; mImpl->mFlags |= Impl::IS_ATLASING_APPLIED; } } - if( !textureSet ) // no atlasing - mAttemptAtlasing is false or adding to atlas is failed + if(!textureSet) // no atlasing - mAttemptAtlasing is false or adding to atlas is failed { - Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, Pixel::RGBA8888, - rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight() ); - texture.Upload( rasterizedPixelData ); + Texture texture = Texture::New(Dali::TextureType::TEXTURE_2D, Pixel::RGBA8888, rasterizedPixelData.GetWidth(), rasterizedPixelData.GetHeight()); + texture.Upload(rasterizedPixelData); mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED; - if( mAtlasRect == FULL_TEXTURE_RECT ) + if(mAtlasRect == FULL_TEXTURE_RECT) { textureSet = currentTextureSet; } else { textureSet = TextureSet::New(); - mImpl->mRenderer.SetTextures( textureSet ); + mImpl->mRenderer.SetTextures(textureSet); - mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT ); + mImpl->mRenderer.RegisterProperty(ATLAS_RECT_UNIFORM_NAME, FULL_TEXTURE_RECT); mAtlasRect = FULL_TEXTURE_RECT; } - if( textureSet ) + if(textureSet) { - textureSet.SetTexture( 0, texture ); + textureSet.SetTexture(0, texture); } } // Rasterized pixels are uploaded to texture. If weak handle is holding a placement actor, it is the time to add the renderer to actor. Actor actor = mPlacementActor.GetHandle(); - if( actor ) + if(actor) { - actor.AddRenderer( mImpl->mRenderer ); + actor.AddRenderer(mImpl->mRenderer); // reset the weak handle so that the renderer only get added to actor once 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) + { + Vector2 imageSize = Vector2::ZERO; + imageSize = actor.GetProperty(Actor::Property::SIZE).Get(); + mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize); + actor.AddRenderer(mImpl->mRenderer); + } + + ResourceReady(Toolkit::Visual::ResourceStatus::FAILED); } } void SvgVisual::OnSetTransform() { - Vector2 visualSize = mImpl->mTransform.GetVisualSize( mImpl->mControlSize ); + Vector2 visualSize = mImpl->mTransform.GetVisualSize(mImpl->mControlSize); - if( mParsedImage && IsOnStage() ) + if(IsOnScene() && !mLoadFailed) { - if( visualSize != mVisualSize ) + if(visualSize != mVisualSize) { - AddRasterizationTask( visualSize ); + AddRasterizationTask(visualSize); mVisualSize = visualSize; } } @@ -307,6 +356,45 @@ void SvgVisual::OnSetTransform() } } +bool SvgVisual::IsResourceReady() const +{ + return (mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::READY || + mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::FAILED); +} + +void SvgVisual::UpdateShader() +{ + if(mImpl->mRenderer) + { + Shader shader = GenerateShader(); + mImpl->mRenderer.SetShader(shader); + } +} + +Shader SvgVisual::GenerateShader() const +{ + Shader shader; + if(!mImpl->mCustomShader) + { + shader = mImageVisualShaderFactory.GetShader( + mFactoryCache, + ImageVisualShaderFeature::FeatureBuilder() + .EnableTextureAtlas(mAttemptAtlasing) + .EnableRoundedCorner(IsRoundedCornerRequired()) + .EnableBorderline(IsBorderlineRequired()) + ); + } + else + { + 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); + } + return shader; +} + } // namespace Internal } // namespace Toolkit