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.h;h=0f1dc95674834680d9af55c1627f1237e9848581;hp=e18d5cf1ae6bbf5d1e5d06ffb9945ff2319f1479;hb=8bb92d7d1170f2ddf59da60bd3588be601ef8cd2;hpb=dea624eb348a4926d8761c8a1364f03f9f71acf5 diff --git a/dali-toolkit/internal/visuals/svg/svg-visual.h b/dali-toolkit/internal/visuals/svg/svg-visual.h index e18d5cf..0f1dc95 100644 --- a/dali-toolkit/internal/visuals/svg/svg-visual.h +++ b/dali-toolkit/internal/visuals/svg/svg-visual.h @@ -26,7 +26,9 @@ #include #include +#ifdef NO_THORVG struct NSVGimage; +#endif /* NO_THORVG */ namespace Dali { @@ -142,6 +144,7 @@ protected: public: +#ifdef NO_THORVG /** * @bried Apply the rasterized image to the visual. * @@ -149,14 +152,31 @@ public: * @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. @@ -182,7 +202,15 @@ private: 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 mPlacementActor; Vector2 mVisualSize; bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture