#include <dali-toolkit/devel-api/controls/control-devel.h>
#include <dali-toolkit/devel-api/image-loader/texture-manager.h>
#include <dali-toolkit/devel-api/visual-factory/visual-base.h>
+#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
#include <test-native-image.h>
#include <sstream>
END_TEST;
}
+
+int UtcDaliImageViewResourceReadySignalWithImmediateLoad(void)
+{
+ tet_infoline("Test Setting Image with IMMEDIATE load and receving ResourceReadySignal before staged.");
+
+ ToolkitTestApplication application;
+
+ gResourceReadySignalFired = false;
+
+ Property::Map imageMap;
+
+ imageMap[ ImageVisual::Property::URL ] = gImage_34_RGBA;
+ imageMap[ DevelImageVisual::Property::LOAD_POLICY ] = DevelImageVisual::LoadPolicy::IMMEDIATE;
+
+ tet_infoline("Creating ImageView without URL so image does not start loading");
+ ImageView imageView = ImageView::New();
+ tet_infoline("Connect to image loaded signal before setting image");
+ imageView.ResourceReadySignal().Connect( &ResourceReadySignal);
+ tet_infoline("Setting Image with IMMEDIATE load, signal already connected so will be triggered.");
+ imageView.SetProperty( ImageView::Property::IMAGE, imageMap );
+
+ // loading started, this waits for the loader thread
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(16);
+
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageViewResourceReadySignalWithReusedImage(void)
+{
+ tet_infoline("Test Setting Image that was already loaded by another ImageView and still getting ResourceReadySignal.");
+
+ ToolkitTestApplication application;
+
+ gResourceReadySignalFired = false;
+
+ Property::Map imageMap;
+
+ imageMap[ ImageVisual::Property::URL ] = gImage_34_RGBA;
+ imageMap[ DevelImageVisual::Property::LOAD_POLICY ] = DevelImageVisual::LoadPolicy::IMMEDIATE;
+
+ ImageView imageView = ImageView::New();
+ imageView.ResourceReadySignal().Connect( &ResourceReadySignal);
+ imageView.SetProperty( ImageView::Property::IMAGE, imageMap );
+
+ // loading started, this waits for the loader thread
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(16);
+
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+ gResourceReadySignalFired = false;
+
+ ImageView imageViewWithExistingImage = ImageView::New();
+ imageViewWithExistingImage.ResourceReadySignal().Connect( &ResourceReadySignal);
+ imageViewWithExistingImage.SetProperty( ImageView::Property::IMAGE, imageMap );
+
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageViewResourceReadySignalWithReusedImage02(void)
+{
+ tet_infoline("Test Setting Image that was already loaded by another ImageView and still getting ResourceReadySignal when staged.");
+
+ ToolkitTestApplication application;
+
+ gResourceReadySignalFired = false;
+
+ Property::Map imageImmediateLoadingMap;
+ imageImmediateLoadingMap[ ImageVisual::Property::URL ] = gImage_34_RGBA;
+ imageImmediateLoadingMap[ DevelImageVisual::Property::LOAD_POLICY ] = DevelImageVisual::LoadPolicy::IMMEDIATE;
+
+ tet_infoline("Immediate load an image");
+ ImageView imageView = ImageView::New();
+ imageView.ResourceReadySignal().Connect( &ResourceReadySignal);
+ imageView.SetProperty( ImageView::Property::IMAGE, imageImmediateLoadingMap );
+
+ // loading started, this waits for the loader thread
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(16);
+
+ tet_infoline("Check image loaded");
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+ gResourceReadySignalFired = false;
+
+ tet_infoline("Create another ImageView with the same URL");
+ ImageView imageViewWithExistingImage = ImageView::New( gImage_34_RGBA );
+ tet_infoline("Connect to ResourceReady signal for second ImageView, it should still fire as resource is ready");
+ imageViewWithExistingImage.ResourceReadySignal().Connect( &ResourceReadySignal);
+
+ Stage::GetCurrent().Add( imageViewWithExistingImage );
+
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
gResourceReadySignalFired = true;
}
-
Actor CreateActorWithImageVisual(const Property::Map& map)
{
VisualFactory factory = VisualFactory::Get();
int UtcDaliImageVisualLoadPolicy03(void)
{
ToolkitTestApplication application;
- tet_infoline( "UtcDaliImageVisualLoadPolicy03 Load a visual image before attaching to stage and receive ResourceReady signal" );
+ tet_infoline( "UtcDaliImageVisualLoadPolicy03 Load a visual image and receive ResourceReady Signal when loaded" );
+
+ const bool VISUAL_NOT_ENABLED( false ); // Instead of just passing 'false' into an API.
// Set up trace debug
TestGlAbstraction& gl = application.GetGlAbstraction();
TraceCallStack& textureTrace = gl.GetTextureTrace();
textureTrace.Enable(true);
+ tet_infoline( "Create a control and connect to resource ready signal without adding to stage" );
+ DummyControl actor = DummyControl::New(true);
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetSize(200.f, 200.f);
+
tet_infoline( "Create visual with IMMEDIATE load policy" );
Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::IMMEDIATE );
- // Wait for image to load, ResourceReady signal will not be emitted until Visual is registered with a control and on stage.
+ tet_infoline( "Registering visual allows control to get a signal once loaded even if visual not enabled( not staged )" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual, VISUAL_NOT_ENABLED );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ tet_infoline( "Allow image time to load resource" );
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
// Ensure texture has been uploaded
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy04(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy04 First part Load a visual image before attaching to stage");
+ tet_infoline( "Second part, Reuse the same image in aonther control and check resource ready signal fired" );
+
+ const bool VISUAL_NOT_ENABLED( false ); // Instead of just passing false into an API.
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create a control and connect to resource ready signal" );
+ DummyControl actor = DummyControl::New(true);
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetSize(200.f, 200.f);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::IMMEDIATE );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded even if visual not enabled( staged )" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual, VISUAL_NOT_ENABLED );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
application.SendNotification();
application.Render();
- tet_infoline( "Ensure texture loading starts after visual created" );
+ tet_infoline( "Testing texture is loaded and resource ready signal fired" );
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
- textureTrace.Reset();
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
- tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ tet_infoline( "Original control correctly signalled, now testing for signal with new Control reusing the image" );
+
+ gResourceReadySignalFired = false; // Reset signal check ready for testing next Control
+ Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::IMMEDIATE );
+ DummyControl actor2 = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor2.ResourceReadySignal().Connect( &ResourceReadySignal);
+
+ tet_infoline( "Registering visual this should trigger the loading signal as is already image loaded for previous control" );
+ dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
+ imageVisual2.Reset(); // reduce ref count so only the control keeps the visual alive.
+ actor2.SetSize(200.f, 200.f);
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 0 ), true, TEST_LOCATION ); // Not expecting any further loading as texture is being reused.
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy05(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy05 LoadPolicy::ATTACHED (default) First part Load a visual image before attaching to stage");
+ tet_infoline( "Second part, Reuse the same image in aonther control and check resource ready signal fired" );
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create a control and connect to resource ready signal" );
DummyControl actor = DummyControl::New(true);
actor.ResourceReadySignal().Connect( &ResourceReadySignal);
Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetSize(200.f, 200.f);
+ Stage::GetCurrent().Add( actor );
- tet_infoline( "Registering visual attaches it to stage and trigger the loading signal if Image loaded" );
+ tet_infoline( "Create visual with ATTACHED load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::ATTACHED );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded" );
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor.SetSize(200.f, 200.f);
- // Adding the Control hence Visual to stage will cause the Visual to trigger ResourceReadySignal if the image is already loaded.
- Stage::GetCurrent().Add( actor ); // If LoadPolicy was not IMMEDIATE then as this point (after attached to stage) the test would need to wait for Loading
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Testing texture is loaded and resource ready signal fired" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ tet_infoline( "Original control correctly signalled, now testing for signal with new Control reusing the image" );
+
+ gResourceReadySignalFired = false; // Reset signal check ready for testing next Control
+ Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::ATTACHED );
+ DummyControl actor2 = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor2.ResourceReadySignal().Connect( &ResourceReadySignal);
+
+ tet_infoline( "Registering visual this should trigger the loading signal as is already image loaded for previous control" );
+ dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
+ imageVisual2.Reset(); // reduce ref count so only the control keeps the visual alive.
+ actor2.SetSize(200.f, 200.f);
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 0 ), true, TEST_LOCATION ); // Not expecting any further loading as texture is being reused.
DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
END_TEST;
}
+
int UtcDaliImageVisualOrientationCorrection(void)
{
ToolkitTestApplication application;
( visualReplaced && enabled ) ) ;
mVisuals.PushBack( newRegisteredVisual );
+ Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
// Put on stage if enabled and the control is already on the stage
- // Visual must be set on stage for the renderer to be created and the ResourceReady triggered.
if( ( enabled == VisualState::ENABLED ) && self.OnStage() )
{
- Toolkit::GetImplementation(visual).SetOnStage( self );
+ visualImpl.SetOnStage( self );
}
+ else if( visualImpl.IsResourceReady() ) // When not being staged, check if visual already 'ResourceReady' before it was Registered. ( Resource may have been loaded already )
+ {
+ ResourceReady( visualImpl );
+ }
+
}
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::RegisterVisual() Registered %s(%d), enabled:%s\n", visual.GetName().c_str(), index, enabled?"true":"false" );
}
}
- // A visual is ready so control may need relayouting
- mControlImpl.RelayoutRequest();
+ // A visual is ready so control may need relayouting if staged
+ if ( self.OnStage() )
+ {
+ mControlImpl.RelayoutRequest();
+ }
// Emit signal if all enabled visuals registered by the control are ready.
if( IsResourceReady() )
mMaskingData( ),
mDesiredSize( size ),
mTextureId( TextureManager::INVALID_TEXTURE_ID ),
+ mTextures(),
mFittingMode( fittingMode ),
mSamplingMode( samplingMode ),
mWrapModeU( WrapMode::DEFAULT ),
mWrapModeV( WrapMode::DEFAULT ),
mLoadPolicy( DevelImageVisual::LoadPolicy::ATTACHED ),
mReleasePolicy( DevelImageVisual::ReleasePolicy::DETACHED ),
+ mAtlasRect( 0.0f, 0.0f, 0.0f, 0.0f ),
mAttemptAtlasing( false ),
- mLoading( false )
+ mLoading( false ),
+ mOrientationCorrection( true )
{
}
mMaskingData( ),
mDesiredSize(),
mTextureId( TextureManager::INVALID_TEXTURE_ID ),
+ mTextures(),
mFittingMode( FittingMode::DEFAULT ),
mSamplingMode( SamplingMode::DEFAULT ),
mWrapModeU( WrapMode::DEFAULT ),
mWrapModeV( WrapMode::DEFAULT ),
mLoadPolicy( DevelImageVisual::LoadPolicy::ATTACHED ),
mReleasePolicy( DevelImageVisual::ReleasePolicy::DESTROYED ),
+ mAtlasRect( 0.0f, 0.0f, 0.0f, 0.0f ),
mAttemptAtlasing( false ),
mLoading( false ),
mOrientationCorrection( true )
// reset the weak handle so that the renderer only get added to actor once
mPlacementActor.Reset();
}
+ // Image loaded
+ ResourceReady( Toolkit::Visual::ResourceStatus::READY );
mLoading = false;
}
sampler.SetWrapMode( mWrapModeU, mWrapModeV );
textureSet.SetSampler( 0u, sampler );
mImpl->mRenderer.SetTextures(textureSet);
-
- resourceStatus = Toolkit::Visual::ResourceStatus::READY;
}
else
{
mImpl->mRenderer.SetTextures( textureSet );
ApplyImageToSampler( brokenImage );
-
- resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
}
- // Image loaded and ready to display
- ResourceReady( resourceStatus );
}
}
-
// Storing TextureSet needed when renderer staged.
if( ! mImpl->mRenderer )
{
mTextures = textureSet;
}
+ // Image loaded, set status regardless of staged status.
+ if( loadingSuccess )
+ {
+ resourceStatus = Toolkit::Visual::ResourceStatus::READY;
+ }
+ else
+ {
+ resourceStatus = Toolkit::Visual::ResourceStatus::FAILED;
+ }
+ // Signal to observers ( control ) that resources are ready. Must be all resources.
+ ResourceReady( resourceStatus );
mLoading = false;
}
*
* Most resources are only loaded when the control is placed on stage.
*
+ * If resources are shared between ImageViews, they are cached.
+ * In this case, the ResourceReady signal may be sent before there is an object to connect to.
+ * To protect against this, IsResourceReady() can be checked first.
+ *
+ * @code
+ * auto newControl = Control::New();
+ * newControl.SetResource( resourceUrl );
+ * if ( newControl.IsResourceReady() )
+ * {
+ * // do something
+ * }
+ * else
+ * {
+ * newControl.ResourceReadySignal.Connect( .... )
+ * }
+ * @endcode
+ *
* A callback of the following type may be connected:
* @code
* void YourCallbackName( Control control );
*
* An instance of ImageView can be created using a URL or an Image instance.
*
+ * Some resources can be loaded before the ImageView is staged ( already cached ), in these cases if the connection to
+ * ResouceReadySignal is done after the resource is set then signal will be missed.
+ *
+ * To protect against this, IsResourceReady() can be checked before connecting to ResourceReadySignal,
+ * or the signal connection can be done before setting the resource"
+ *
+ * @code
+ * auto myImageView = ImageView::New( resourceUrl );
+ * if ( myImageView.IsResourceReady() )
+ * {
+ * // do something
+ * }
+ * else
+ * {
+ * myImageView.ResourceReadySignal.Connect( .... )
+ * }
+ * @endcode
+ *
+ * OR Connect to signal before setting resource
+ *
+ * @code
+ * auto myImageView = ImageView::New( resourceUrl );
+ * myImageView.ResourceReadySignal.Connect( .... )
+ * myImageView.SetProperty( ImageView::Property::IMAGE, resourceUrl );
+ * @endcode
+ *
* @SINCE_1_0.0
*
*/
{
const unsigned int TOOLKIT_MAJOR_VERSION = 1;
-const unsigned int TOOLKIT_MINOR_VERSION = 2;
-const unsigned int TOOLKIT_MICRO_VERSION = 65;
+const unsigned int TOOLKIT_MINOR_VERSION = 3;
+const unsigned int TOOLKIT_MICRO_VERSION = 0;
const char * const TOOLKIT_BUILD_DATE = __DATE__ " " __TIME__;
#ifdef DEBUG_ENABLED
Name: dali-toolkit
Summary: Dali 3D engine Toolkit
-Version: 1.2.65
+Version: 1.3.0
Release: 1
Group: System/Libraries
License: Apache-2.0 and BSD-3-Clause and MIT