END_TEST;
}
+int UtcDaliAnimatedImageVisualGetPropertyMap03(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliAnimatedImageVisualGetPropertyMap" );
+
+ // request AnimatedImageVisual with a property map
+ VisualFactory factory = VisualFactory::Get();
+ Visual::Base animatedImageVisual = factory.CreateVisual(
+ Property::Map()
+ .Add( Toolkit::Visual::Property::TYPE, Visual::ANIMATED_IMAGE )
+ .Add( ImageVisual::Property::URL, TEST_GIF_FILE_NAME )
+ .Add( ImageVisual::Property::BATCH_SIZE, 1 )
+ .Add( ImageVisual::Property::CACHE_SIZE, 1 )
+ .Add( ImageVisual::Property::SYNCHRONOUS_LOADING, false ));
+
+ Property::Map resultMap;
+ animatedImageVisual.CreatePropertyMap( resultMap );
+
+ // check the property values from the returned map from a visual
+ Property::Value* value = resultMap.Find( Toolkit::Visual::Property::TYPE, Property::INTEGER );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_CHECK( value->Get<int>() == Visual::ANIMATED_IMAGE );
+
+ value = resultMap.Find( ImageVisual::Property::URL, Property::STRING );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_CHECK( value->Get<std::string>() == TEST_GIF_FILE_NAME );
+
+ value = resultMap.Find( ImageVisual::Property::BATCH_SIZE, Property::INTEGER );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_CHECK( value->Get<int>() == 2 );
+
+ value = resultMap.Find( ImageVisual::Property::CACHE_SIZE, Property::INTEGER );
+ DALI_TEST_CHECK( value );
+ DALI_TEST_CHECK( value->Get<int>() == 2 );
+
+ END_TEST;
+}
+
+
+int UtcDaliAnimatedImageVisualSynchronousLoading(void)
+{
+ ToolkitTestApplication application;
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+
+ {
+ Property::Map propertyMap;
+ propertyMap.Insert(Visual::Property::TYPE, Visual::ANIMATED_IMAGE );
+ propertyMap.Insert(ImageVisual::Property::URL, TEST_GIF_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::BATCH_SIZE, 2);
+ propertyMap.Insert( ImageVisual::Property::CACHE_SIZE, 2);
+ propertyMap.Insert( ImageVisual::Property::FRAME_DELAY, 20);
+ propertyMap.Insert( ImageVisual::Property::SYNCHRONOUS_LOADING, true);
+
+ VisualFactory factory = VisualFactory::Get();
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+
+ DummyControl dummyControl = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(dummyControl.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummyControl.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ Stage::GetCurrent().Add( dummyControl );
+
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::GetTimerCount(), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( gl.GetNumGeneratedTextures(), 2, TEST_LOCATION );
+
+ DevelControl::DoAction( dummyControl, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedImageVisual::Action::JUMP_TO, 3 );
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( gl.GetNumGeneratedTextures(), 3, TEST_LOCATION );
+
+ dummyControl.Unparent();
+ }
+ tet_infoline("Test that removing the visual from stage deletes all textures");
+ application.SendNotification();
+ application.Render(16);
+ DALI_TEST_EQUALS( gl.GetNumGeneratedTextures(), 0, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliAnimatedImageVisualJumpToAction(void)
{
dummyControl.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
Stage::GetCurrent().Add( dummyControl );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+
application.SendNotification();
application.Render(20);
Test::EmitGlobalTimerSignal();
application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+
+ application.SendNotification();
application.Render(20);
DALI_TEST_EQUALS( gl.GetLastGenTextureId(), 4, TEST_LOCATION );
Property::Map propertyMap;
propertyMap.Insert(Visual::Property::TYPE, Visual::IMAGE );
propertyMap.Insert( ImageVisual::Property::URL, Property::Value(urls) );
- propertyMap.Insert( ImageVisual::Property::BATCH_SIZE, 0);
- propertyMap.Insert( ImageVisual::Property::CACHE_SIZE, 0);
+ propertyMap.Insert( ImageVisual::Property::BATCH_SIZE, 2);
+ propertyMap.Insert( ImageVisual::Property::CACHE_SIZE, 2);
propertyMap.Insert( ImageVisual::Property::FRAME_DELAY, 100);
VisualFactory factory = VisualFactory::Get();
textureTrace.Enable(true);
Stage::GetCurrent().Add( dummyControl );
+
application.SendNotification();
application.Render(16);
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_INNER_LOCATION( location ) );
+
+ application.SendNotification();
+ application.Render();
+
tet_infoline( "Test that a timer has been created" );
DALI_TEST_EQUALS( Test::GetTimerCount(), 1, TEST_INNER_LOCATION( location ) );
Test::EmitGlobalTimerSignal();
application.SendNotification();
application.Render(16);
- DALI_TEST_EQUALS( gl.GetNumGeneratedTextures(), 1, TEST_INNER_LOCATION( location ) );
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_INNER_LOCATION( location ) );
+
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( gl.GetNumGeneratedTextures(), 2, TEST_INNER_LOCATION( location ) );
DALI_TEST_EQUALS( Test::AreTimersRunning(), true, TEST_INNER_LOCATION( location ) );
}
- tet_printf( "\nTest Loop %u \n", i );
+ tet_printf( "Test Loop %u \n\n", i + 1u );
}
tet_printf( "Test that after %u loops, and we have no frame. Timer should stop \n", loopCount );
TestLoopCount( application, dummyControl, 4, 0, TEST_LOCATION );
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ animatedImageVisual.Reset();
+
+ application.SendNotification();
+ application.Render(16);
+
// Test with no (1) loop count. Request AnimatedImageVisual with a property map
animatedImageVisual = factory.CreateVisual(
Property::Map()
TestLoopCount( application, dummyControl, 4, 1, TEST_LOCATION );
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ animatedImageVisual.Reset();
+
+ application.SendNotification();
+ application.Render(16);
+
// Test with no (100) loop count. Request AnimatedImageVisual with a property map
animatedImageVisual = factory.CreateVisual(
Property::Map()
TestLoopCount( application, dummyControl, 4, 100, TEST_LOCATION );
}
-
END_TEST;
}
application.SendNotification();
application.Render(16);
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
tet_infoline( "Test that a timer has been created" );
DALI_TEST_EQUALS( Test::GetTimerCount(), 1, TEST_LOCATION );
Test::EmitGlobalTimerSignal();
application.SendNotification();
application.Render(16);
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
DALI_TEST_EQUALS( Test::AreTimersRunning(), true, TEST_LOCATION );
Property::Map attributes;
Test::EmitGlobalTimerSignal();
application.SendNotification();
application.Render(16);
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
DALI_TEST_EQUALS( Test::AreTimersRunning(), true, TEST_LOCATION );
tet_infoline( "Test Stop action. Timer should stop after Stop action" );
Test::EmitGlobalTimerSignal();
application.SendNotification();
application.Render(16);
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
DALI_TEST_EQUALS( Test::AreTimersRunning(), true, TEST_LOCATION );
dummyControl.Unparent();
// loading started
application.SendNotification();
application.Render(16);
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
DALI_TEST_CHECK( gifView.GetRendererCount() == 1u );
const Vector4 fullTextureRect( 0.f, 0.f, 1.f, 1.f );
application.SendNotification();
application.Render(16);
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
DALI_TEST_EQUALS( imageView.IsResourceReady(), true, TEST_LOCATION );
DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
int UtcDaliImageVisualTextureCancelAsyncLoad(void)
{
ToolkitTestApplication application;
- tet_infoline( "Load image asynchronosly, cancel loading, then load again" );
+ tet_infoline( "Load image asynchronously, cancel loading, then load again" );
VisualFactory factory = VisualFactory::Get();
DALI_TEST_CHECK( factory );
END_TEST;
}
+int UtcDaliImageVisualReleasePolicy08(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy08 Ensure TextureSet is same after detach/attach on stage when texture used the DESTROYED release policy" );
+
+ tet_infoline( "Create first visual with DESTROYED release policy" );
+ Visual::Base imageVisualDestroyed = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::DESTROYED );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisualDestroyed );
+ imageVisualDestroyed.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ // Test initially zero renderers
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+ textureTrace.Reset();
+
+ Stage::GetCurrent().Add( actor );
+
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(0);
+ tet_infoline( "Ensure a texture is created" );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ textureTrace.Reset();
+
+ // Ensure TextureSet is same after detach/attach on stage when texture used the DESTROYED release policy
+ // 1. Get TextureSet
+ TextureSet textureSetBefore = actor.GetRendererAt( 0u ).GetTextures();
+
+ // 2.Remove actor from stage. In this case, renderer also is deleted.
+ tet_infoline( "Remove actor from stage" );
+ Stage::GetCurrent().Remove( actor );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure a texture is not deleted as visual used the DESTROYED release policy" );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+ textureTrace.Reset();
+
+ // 3.Add actor in stage. In this case, renderer is created.
+ tet_infoline( "Add actor in stage" );
+ Stage::GetCurrent().Add( actor );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ application.SendNotification();
+ application.Render();
+ tet_infoline( "Ensure a texture is not created again" );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("GenTextures"), 0, TEST_LOCATION );
+ textureTrace.Reset();
+
+ // 4.Compare Texture with before and after. textureSet need to be same because release policy is the DESTROYED.
+ tet_infoline( "Ensure a textureSet is not deleted because it is used the DESTROYED release policy" );
+ TextureSet textureSetAfter = actor.GetRendererAt( 0u ).GetTextures();
+ DALI_TEST_CHECK( textureSetBefore == textureSetAfter );
+ textureSetBefore.Reset();
+ textureSetAfter.Reset();
+
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliImageVisualLoadPolicy01(void)
{
ToolkitTestApplication application;
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
#include <stdlib.h>
#include <string>
#include <dali-toolkit-test-suite-utils.h>
+#include "dali-toolkit-test-utils/toolkit-timer.h"
#include <dali-toolkit/dali-toolkit.h>
#include <dali/devel-api/actors/actor-devel.h>
#include <dali-toolkit/devel-api/controls/scroll-bar/scroll-bar.h>
for(int i = 0; i < frames; i++)
{
+ Test::EmitGlobalTimerSignal();
+
pos += direction; // Move in this direction
time += RENDER_FRAME_INTERVAL;
TestMovePan( application, pos, time);
application.SendNotification();
application.Render();
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
// renderer is added to actor
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
Renderer renderer = actor.GetRendererAt( 0u );
timer.MockEmitSignal();
application.SendNotification();
application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
textureTrace.Reset();
-
// Force the timer used by the animatedImageVisual to tick,
timer.MockEmitSignal();
application.SendNotification();
application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
textureTrace.Reset();
timer.MockEmitSignal();
application.SendNotification();
application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
textureTrace.Reset();
application.SendNotification();
application.Render();
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
namespace DevelAsyncImageLoader
{
+uint32_t LoadAnimatedImage( AsyncImageLoader asyncImageLoader,
+ Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex )
+{
+ return GetImplementation( asyncImageLoader ).LoadAnimatedImage( animatedImageLoading, frameIndex );
+}
+
uint32_t Load( AsyncImageLoader asyncImageLoader,
const std::string& url,
ImageDimensions dimensions,
#define DALI_TOOLKIT_DEVEL_API_IMAGE_LOADER_ASYNC_IMAGE_LOADER_DEVEL_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
* limitations under the License.
*/
+// EXTERNAL HEADER
#include <dali/public-api/signals/dali-signal.h>
#include <dali/devel-api/adaptor-framework/pixel-buffer.h>
+#include <dali/devel-api/adaptor-framework/animated-image-loading.h>
+
+// INTERNAL HEADER
#include <dali-toolkit/public-api/image-loader/async-image-loader.h>
namespace Dali
};
/**
+ * @brief Starts an animated image loading task.
+ * @REMARK_INTERNET
+ * @REMARK_STORAGE
+ * @param[in] asyncImageLoader The ayncImageLoader
+ * @param[in] animatedImageLoading The AnimatedImageLoading to load animated image
+ * @param[in] frameIndex The frame index of a frame to be loaded frame
+ * @return The loading task id
+ */
+DALI_TOOLKIT_API uint32_t LoadAnimatedImage( AsyncImageLoader asyncImageLoader,
+ Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex );
+
+/**
* @brief Starts an image loading task.
* @REMARK_INTERNET
* @REMARK_STORAGE
DALI_ENUM_TO_STRING_WITH_SCOPE( DevelText::CircularAlignment, END )
DALI_ENUM_TO_STRING_TABLE_END( CIRCULAR_ALIGNMENT_TYPE )
+struct InternalDataModel
+{
+ InternalDataModel( FontClient& fontClient,
+ MetricsPtr metrics,
+ Text::ModelPtr textModel )
+ : fontClient( fontClient ),
+ metrics( metrics ),
+ textModel( textModel ),
+ numberOfCharacters{ 0u },
+ isTextMirrored{ false },
+ numberOfGlyphs{ 0u }
+ {
+ layoutEngine.SetMetrics( metrics );
+ }
+
+ FontClient& fontClient;
+ MetricsPtr metrics;
+ Text::Layout::Engine layoutEngine; ///< The layout engine.
+ Text::ModelPtr textModel; ///< Pointer to the text's model.
+ Vector<ColorBlendingMode> blendingMode; ///< How embedded items and bitmap font glyphs are blended with color text.
+ Vector<bool> isEmoji; ///< Whether the glyph is an emoji.
+
+ Vector<Character> mirroredUtf32Characters; // The utf32Characters Characters but mirrored if there are RTL text.
+
+ Length numberOfCharacters; // The number of characters (not glyphs!).
+ bool isTextMirrored ; // Whether the text has been mirrored.
+
+ Length numberOfGlyphs;
+};
+
bool GetLayoutEnumeration(const Property::Value& propertyValue, DevelText::Layout::Type& layout)
{
return Scripting::GetEnumerationProperty(propertyValue, LAYOUT_TYPE_TABLE, LAYOUT_TYPE_TABLE_COUNT, layout);
return Scripting::GetEnumerationProperty(propertyValue, CIRCULAR_ALIGNMENT_TYPE_TABLE, CIRCULAR_ALIGNMENT_TYPE_TABLE_COUNT, circularAlignment);
}
-Devel::PixelBuffer Render( const RendererParameters& textParameters, Vector<EmbeddedItemInfo>& embeddedItemLayout )
-{
- if( textParameters.text.empty() )
- {
- Dali::Devel::PixelBuffer pixelBuffer = Dali::Devel::PixelBuffer::New( textParameters.textWidth,
- textParameters.textHeight,
- Dali::Pixel::RGBA8888 );
-
- const unsigned int bufferSize = textParameters.textWidth * textParameters.textHeight * Dali::Pixel::GetBytesPerPixel(Dali::Pixel::RGBA8888);
- unsigned char* buffer = pixelBuffer.GetBuffer();
- memset(buffer, 0, bufferSize);
- return pixelBuffer;
- }
+void ShapeTextPreprocess( const RendererParameters& textParameters, TextAbstraction::TextRenderer::Parameters& rendererParameters, InternalDataModel& internalDataModel )
+{
MultilanguageSupport multilanguageSupport = MultilanguageSupport::Get();
- FontClient fontClient = FontClient::Get();
- MetricsPtr metrics;
- Text::Layout::Engine layoutEngine; ///< The layout engine.
- Text::ModelPtr textModel = Text::Model::New(); ///< Pointer to the text's model.
- Vector<ColorBlendingMode> blendingMode; ///< How embedded items and bitmap font glyphs are blended with color text.
- Vector<bool> isEmoji; ///< Whether the glyph is an emoji.
-
- // Use this to access FontClient i.e. to get down-scaled Emoji metrics.
- metrics = Metrics::New( fontClient );
- layoutEngine.SetMetrics( metrics );
-
- TextAbstraction::TextRenderer::Parameters rendererParameters( textModel->mVisualModel->mGlyphs,
- textModel->mVisualModel->mGlyphPositions,
- textModel->mVisualModel->mColors,
- textModel->mVisualModel->mColorIndices,
- blendingMode,
- isEmoji );
+ const uint8_t* utf8 = NULL; // pointer to the first character of the text (encoded in utf8)
+ Length textSize = 0u; // The length of the utf8 string.
- rendererParameters.width = textParameters.textWidth;
- rendererParameters.height = textParameters.textHeight;
- rendererParameters.pixelFormat = TextAbstraction::TextRenderer::Parameters::RGBA8888; // @note: At the moment all textures are generated RGBA8888
+ Length& numberOfCharacters = internalDataModel.numberOfCharacters;
+ Vector<Character>& mirroredUtf32Characters = internalDataModel.mirroredUtf32Characters;
+ Text::ModelPtr& textModel = internalDataModel.textModel;
Vector<Character>& utf32Characters = textModel->mLogicalModel->mText; // Characters encoded in utf32.
- Vector<Character> mirroredUtf32Characters; // The utf32Characters Characters but mirrored if there are RTL text.
Vector<LineBreakInfo>& lineBreakInfo = textModel->mLogicalModel->mLineBreakInfo; // The line break info.
Vector<ScriptRun>& scripts = textModel->mLogicalModel->mScriptRuns; // Charactes's script.
Vector<FontDescriptionRun>& fontDescriptionRuns = textModel->mLogicalModel->mFontDescriptionRuns; // Desired font descriptions.
Vector<FontRun>& validFonts = textModel->mLogicalModel->mFontRuns; // Validated fonts.
Vector<BidirectionalParagraphInfoRun>& bidirectionalInfo = textModel->mLogicalModel->mBidirectionalParagraphInfo; // The bidirectional info per paragraph.
- //Vector<BidirectionalLineInfoRun>& bidirectionalLineInfo = textModel->mLogicalModel->mBidirectionalLineInfo; // The bidirectional info per line.
Vector<CharacterDirection>& directions = textModel->mLogicalModel->mCharacterDirections; // Character's directions.
Vector<ColorRun>& colorRuns = textModel->mLogicalModel->mColorRuns; // colors of the text.
- Vector<CharacterIndex>& glyphsToCharacters = textModel->mVisualModel->mGlyphsToCharacters; // Glyphs to character map.
- Vector<GlyphIndex>& charactersToGlyph = textModel->mVisualModel->mCharactersToGlyph; // Characters to glyphs map.
- Vector<Length>& charactersPerGlyph = textModel->mVisualModel->mCharactersPerGlyph; // Number of characters per glyph.
- Vector<Length>& glyphsPerCharacter = textModel->mVisualModel->mGlyphsPerCharacter; // The number of glyphs that are shaped.
- Vector<LineRun>& lines = textModel->mVisualModel->mLines; // The laid out lines.
-
- Vector<GlyphIndex> newParagraphGlyphs; // Glyphs for the new paragraph characters.
-
// the default font's description.
FontDescription defaultFontDescription;
PointSize26Dot6 defaultPointSize = FontClient::DEFAULT_POINT_SIZE;
- Length numberOfCharacters = 0u; // The number of characters (not glyphs!).
- bool isTextMirrored = false; // Whether the text has been mirrored.
-
- const uint8_t* utf8 = NULL; // pointer to the first character of the text (encoded in utf8)
- Length textSize = 0u; // The length of the utf8 string.
-
////////////////////////////////////////////////////////////////////////////////
// Process the markup string if the mark-up processor is enabled.
////////////////////////////////////////////////////////////////////////////////
MarkupProcessData markupProcessData( colorRuns,
- fontDescriptionRuns,
- textModel->mLogicalModel->mEmbeddedItems );
+ fontDescriptionRuns,
+ textModel->mLogicalModel->mEmbeddedItems );
if (textParameters.markupEnabled)
{
////////////////////////////////////////////////////////////////////////////////
multilanguageSupport.SetScripts( utf32Characters,
- 0u,
- numberOfCharacters,
- scripts );
+ 0u,
+ numberOfCharacters,
+ scripts );
// Check if there are emojis.
// If there are an RGBA8888 pixel format is needed.
// This paragraph has right to left text. Some characters may need to be mirrored.
// TODO: consider if the mirrored string can be stored as well.
- isTextMirrored = GetMirroredText( utf32Characters,
+ internalDataModel.isTextMirrored = GetMirroredText( utf32Characters,
directions,
bidirectionalInfo,
0u,
numberOfCharacters,
mirroredUtf32Characters );
}
+}
+
+void ShapeText( TextAbstraction::TextRenderer::Parameters& rendererParameters, Vector<EmbeddedItemInfo>& embeddedItemLayout, InternalDataModel& internalDataModel )
+{
+ Vector<GlyphIndex> newParagraphGlyphs; // Glyphs for the new paragraph characters.
+ const Length numberOfCharacters = internalDataModel.numberOfCharacters;
+ const bool isTextMirrored = internalDataModel.isTextMirrored;
+ Text::ModelPtr& textModel = internalDataModel.textModel;
+ const Vector<Character>& mirroredUtf32Characters = internalDataModel.mirroredUtf32Characters;
+ FontClient& fontClient = internalDataModel.fontClient;
+ const Vector<Character>& utf32Characters = textModel->mLogicalModel->mText; // Characters encoded in utf32.
+ const Vector<LineBreakInfo>& lineBreakInfo = textModel->mLogicalModel->mLineBreakInfo; // The line break info.
+ const Vector<ScriptRun>& scripts = textModel->mLogicalModel->mScriptRuns; // Charactes's script.
+ const Vector<FontRun>& validFonts = textModel->mLogicalModel->mFontRuns; // Validated fonts.
+
+ Vector<CharacterIndex>& glyphsToCharacters = textModel->mVisualModel->mGlyphsToCharacters; // Glyphs to character map.
+ Vector<Length>& charactersPerGlyph = textModel->mVisualModel->mCharactersPerGlyph; // Number of characters per glyph.
////////////////////////////////////////////////////////////////////////////////
// Retrieve the glyphs. Text shaping
textModel->mVisualModel->CreateGlyphsPerCharacterTable( 0u, 0u, numberOfCharacters );
textModel->mVisualModel->CreateCharacterToGlyphTable( 0u, 0u, numberOfCharacters );
- const Length numberOfGlyphs = rendererParameters.glyphs.Count();
+ internalDataModel.numberOfGlyphs = rendererParameters.glyphs.Count();
// Once the text has been shaped and the glyphs created it's possible to replace the font id of those glyphs
// that represent an image or an item and create the embedded item layout info.
embeddedItemLayout.PushBack( embeddedInfo );
}
}
+}
- ////////////////////////////////////////////////////////////////////////////////
- // Retrieve the glyph's metrics.
- ////////////////////////////////////////////////////////////////////////////////
+void SetColorSegmentation( const RendererParameters& textParameters, InternalDataModel& internalDataModel )
+{
+
+ Text::ModelPtr& textModel = internalDataModel.textModel;
+ Vector<ColorBlendingMode>& blendingMode = internalDataModel.blendingMode;
+
+ Vector<ColorRun>& colorRuns = textModel->mLogicalModel->mColorRuns; // colors of the text.
- metrics->GetGlyphMetrics( rendererParameters.glyphs.Begin(), numberOfGlyphs );
+ Vector<GlyphIndex>& charactersToGlyph = textModel->mVisualModel->mCharactersToGlyph; // Characters to glyphs map.
+ Vector<Length>& glyphsPerCharacter = textModel->mVisualModel->mGlyphsPerCharacter; // The number of glyphs that are shaped.
////////////////////////////////////////////////////////////////////////////////
// Set the color runs in glyphs.
glyphsPerCharacter,
0u,
0u,
- numberOfCharacters,
+ internalDataModel.numberOfCharacters,
textModel->mVisualModel->mColors,
textModel->mVisualModel->mColorIndices );
textModel->mVisualModel->mColors.Insert( textModel->mVisualModel->mColors.Begin(),textParameters.textColor );
// Set how the embedded items are blended with text color.
- blendingMode.Resize( numberOfGlyphs, textParameters.isTextColorSet ? ColorBlendingMode::MULTIPLY : ColorBlendingMode::NONE );
+ blendingMode.Resize( internalDataModel.numberOfGlyphs, textParameters.isTextColorSet ? ColorBlendingMode::MULTIPLY : ColorBlendingMode::NONE );
if( !textParameters.isTextColorSet )
{
const GlyphIndex glyphIndex = textModel->mVisualModel->mCharactersToGlyph[item.characterIndex];
blendingMode[glyphIndex] = item.colorBlendingMode;
}
+}
+void SetEmojiVector( InternalDataModel& internalDataModel )
+{
+ Vector<bool>& isEmoji = internalDataModel.isEmoji;
+ Text::ModelPtr& textModel = internalDataModel.textModel;
+ const Length numberOfGlyphs = internalDataModel.numberOfGlyphs;
+
+ const Vector<ScriptRun>& scripts = textModel->mLogicalModel->mScriptRuns; // Charactes's script.
////////////////////////////////////////////////////////////////////////////////
// Set the isEmoji Vector
////////////////////////////////////////////////////////////////////////////////
}
}
}
+}
- ////////////////////////////////////////////////////////////////////////////////
- // Layout the text.
- ////////////////////////////////////////////////////////////////////////////////
-
- // Sets the alignment
- HorizontalAlignment::Type horizontalAlignment = Toolkit::HorizontalAlignment::CENTER;
- HorizontalAlignment::Type horizontalCircularAlignment = Toolkit::HorizontalAlignment::CENTER;
- VerticalAlignment::Type verticalAlignment = VerticalAlignment::CENTER;
- Layout::Type layout = Layout::SINGLELINE;
- CircularAlignment::Type circularAlignment = CircularAlignment::BEGIN;
-
- Property::Value horizontalAlignmentStr( textParameters.horizontalAlignment );
- GetHorizontalAlignmentEnumeration( horizontalAlignmentStr, horizontalAlignment );
- horizontalCircularAlignment = horizontalAlignment;
-
- Property::Value verticalAlignmentStr( textParameters.verticalAlignment );
- GetVerticalAlignmentEnumeration( verticalAlignmentStr, verticalAlignment );
-
- Property::Value layoutStr( textParameters.layout );
- GetLayoutEnumeration( layoutStr, layout );
-
- Property::Value circularAlignmentStr( textParameters.circularAlignment );
- GetCircularAlignmentEnumeration( circularAlignmentStr, circularAlignment );
-
- // Whether the layout is multi-line.
- const Text::Layout::Engine::Type horizontalLayout = ( Layout::MULTILINE == layout ) ? Text::Layout::Engine::MULTI_LINE_BOX : Text::Layout::Engine::SINGLE_LINE_BOX;
- layoutEngine.SetLayout( horizontalLayout ); // TODO: multi-line.
-
-
- // Whether the layout is circular.
- const bool isCircularTextLayout = (Layout::CIRCULAR == layout);
- const bool isClockwise = isCircularTextLayout && ( 0.f < textParameters.incrementAngle );
-
- // Calculates the max ascender or the max descender.
- // Is used to calculate the radius of the base line of the text.
- float maxAscenderDescender = 0.f;
- if( isCircularTextLayout )
- {
- FontId currentFontId = 0u;
- for( const auto& glyph : rendererParameters.glyphs )
- {
- if( currentFontId != glyph.fontId )
- {
- currentFontId = glyph.fontId;
- FontMetrics metrics;
- fontClient.GetFontMetrics(currentFontId, metrics);
- maxAscenderDescender = std::max( maxAscenderDescender, isClockwise ? metrics.ascender : metrics.descender );
- }
- }
- }
- const unsigned int radius = textParameters.radius - static_cast<unsigned int>( maxAscenderDescender );
-
- // Convert CircularAlignment to HorizontalAlignment.
- if( isCircularTextLayout )
- {
- switch( circularAlignment )
- {
- case CircularAlignment::BEGIN:
- {
- horizontalCircularAlignment = Toolkit::HorizontalAlignment::BEGIN;
- break;
- }
- case CircularAlignment::CENTER:
- {
- horizontalCircularAlignment = Toolkit::HorizontalAlignment::CENTER;
- break;
- }
- case CircularAlignment::END:
- {
- horizontalCircularAlignment = Toolkit::HorizontalAlignment::END;
- break;
- }
- }
- }
-
- // Set the layout parameters.
- Size textLayoutArea( static_cast<float>( textParameters.textWidth ),
- static_cast<float>( textParameters.textHeight ) );
-
- if( isCircularTextLayout )
- {
- // In a circular layout, the length of the text area depends on the radius.
- rendererParameters.radius = radius;
- textLayoutArea.width = fabs( Radian( Degree( textParameters.incrementAngle ) ) * static_cast<float>( rendererParameters.radius ) );
- }
-
- textModel->mHorizontalAlignment = isCircularTextLayout ? horizontalCircularAlignment : horizontalAlignment;
- textModel->mLineWrapMode = LineWrap::WORD;
- textModel->mIgnoreSpacesAfterText = false;
- textModel->mMatchSystemLanguageDirection = false;
- Text::Layout::Parameters layoutParameters( textLayoutArea,
- textModel );
-
- // Resize the vector of positions to have the same size than the vector of glyphs.
- rendererParameters.positions.Resize( numberOfGlyphs );
-
- // Whether the last character is a new paragraph character.
- layoutParameters.isLastNewParagraph = TextAbstraction::IsNewParagraph( textToShape[numberOfCharacters - 1u] );
- // The initial glyph and the number of glyphs to layout.
- layoutParameters.startGlyphIndex = 0u;
- layoutParameters.numberOfGlyphs = numberOfGlyphs;
- layoutParameters.startLineIndex = 0u;
- layoutParameters.estimatedNumberOfLines = 1u;
- layoutParameters.interGlyphExtraAdvance = 0.f;
+void Align( const RendererParameters& textParameters, TextAbstraction::TextRenderer::Parameters& rendererParameters,
+ Vector<EmbeddedItemInfo>& embeddedItemLayout, InternalDataModel& internalDataModel,
+ Size& textLayoutArea, const Size& newLayoutSize,
+ const bool isCircularTextLayout, const bool isClockwise,
+ HorizontalAlignment::Type horizontalAlignment, VerticalAlignment::Type verticalAlignment, CircularAlignment::Type circularAlignment,
+ const unsigned int radius )
+{
+ Text::Layout::Engine& layoutEngine = internalDataModel.layoutEngine;
+ Text::ModelPtr& textModel = internalDataModel.textModel;
+ const Length numberOfCharacters = internalDataModel.numberOfCharacters;
- // Update the visual model.
- Size newLayoutSize;
- bool isAutoScrollEnabled = false;
- layoutEngine.LayoutText( layoutParameters,
- newLayoutSize,
- textParameters.ellipsisEnabled,
- isAutoScrollEnabled );
+ Vector<LineRun>& lines = textModel->mVisualModel->mLines; // The laid out lines.
////////////////////////////////////////////////////////////////////////////////
// Align the text.
}
// Calculate the horizontal offset according with the given alignment.
- float alignmentOffset = 0.f;
+ float alignmentOffset = 0.f;
layoutEngine.Align( textLayoutArea,
0u,
numberOfCharacters,
// Update the position of the glyphs with the calculated offsets.
for( auto& position : rendererParameters.positions )
- {
- position.x += line.alignmentOffset;
- position.y = penY;
- }
+ {
+ position.x += line.alignmentOffset;
+ position.y = penY;
+ }
}
// Cairo adds the bearing to the position of the glyph
}
}
+}
+
+void Ellipsis( const RendererParameters& textParameters, TextAbstraction::TextRenderer::Parameters& rendererParameters,
+ Vector<EmbeddedItemInfo>& embeddedItemLayout, Size& textLayoutArea, InternalDataModel& internalDataModel )
+{
+ Text::ModelPtr& textModel = internalDataModel.textModel;
+ FontClient& fontClient = internalDataModel.fontClient;
+
+ Vector<LineRun>& lines = textModel->mVisualModel->mLines; // The laid out lines.
+ Vector<bool>& isEmoji = internalDataModel.isEmoji;
+
////////////////////////////////////////////////////////////////////////////////
// Ellipsis the text.
////////////////////////////////////////////////////////////////////////////////
}
}
}
+}
+Size LayoutText( const RendererParameters& textParameters, TextAbstraction::TextRenderer::Parameters& rendererParameters,
+ Vector<EmbeddedItemInfo>& embeddedItemLayout, InternalDataModel& internalDataModel )
+{
+ ////////////////////////////////////////////////////////////////////////////////
+ // Layout the text.
+ ////////////////////////////////////////////////////////////////////////////////
+ Text::ModelPtr& textModel = internalDataModel.textModel;
+ Text::Layout::Engine& layoutEngine = internalDataModel.layoutEngine;
+ FontClient& fontClient = internalDataModel.fontClient;
+ const Length numberOfGlyphs = internalDataModel.numberOfGlyphs;
+ const bool isTextMirrored = internalDataModel.isTextMirrored;
+ const Vector<Character>& mirroredUtf32Characters = internalDataModel.mirroredUtf32Characters;
+ const Length numberOfCharacters = internalDataModel.numberOfCharacters;
+
+ // Sets the alignment
+ HorizontalAlignment::Type horizontalAlignment = Toolkit::HorizontalAlignment::CENTER;
+ HorizontalAlignment::Type horizontalCircularAlignment = Toolkit::HorizontalAlignment::CENTER;
+ VerticalAlignment::Type verticalAlignment = VerticalAlignment::CENTER;
+ Layout::Type layout = Layout::SINGLELINE;
+ CircularAlignment::Type circularAlignment = CircularAlignment::BEGIN;
+
+ Property::Value horizontalAlignmentStr( textParameters.horizontalAlignment );
+ GetHorizontalAlignmentEnumeration( horizontalAlignmentStr, horizontalAlignment );
+ horizontalCircularAlignment = horizontalAlignment;
+
+ Property::Value verticalAlignmentStr( textParameters.verticalAlignment );
+ GetVerticalAlignmentEnumeration( verticalAlignmentStr, verticalAlignment );
+
+ Property::Value layoutStr( textParameters.layout );
+ GetLayoutEnumeration( layoutStr, layout );
+
+ Property::Value circularAlignmentStr( textParameters.circularAlignment );
+ GetCircularAlignmentEnumeration( circularAlignmentStr, circularAlignment );
+
+ // Whether the layout is multi-line.
+ const Text::Layout::Engine::Type horizontalLayout = ( Layout::MULTILINE == layout ) ? Text::Layout::Engine::MULTI_LINE_BOX : Text::Layout::Engine::SINGLE_LINE_BOX;
+ layoutEngine.SetLayout( horizontalLayout ); // TODO: multi-line.
+
+
+ // Whether the layout is circular.
+ const bool isCircularTextLayout = (Layout::CIRCULAR == layout);
+ const bool isClockwise = isCircularTextLayout && ( 0.f < textParameters.incrementAngle );
+
+ // Calculates the max ascender or the max descender.
+ // Is used to calculate the radius of the base line of the text.
+ float maxAscenderDescender = 0.f;
+ if( isCircularTextLayout )
+ {
+ FontId currentFontId = 0u;
+ for( const auto& glyph : rendererParameters.glyphs )
+ {
+ if( currentFontId != glyph.fontId )
+ {
+ currentFontId = glyph.fontId;
+ FontMetrics metrics;
+ fontClient.GetFontMetrics(currentFontId, metrics);
+ maxAscenderDescender = std::max( maxAscenderDescender, isClockwise ? metrics.ascender : metrics.descender );
+ }
+ }
+ }
+ const unsigned int radius = textParameters.radius - static_cast<unsigned int>( maxAscenderDescender );
+
+ // Convert CircularAlignment to HorizontalAlignment.
+ if( isCircularTextLayout )
+ {
+ switch( circularAlignment )
+ {
+ case CircularAlignment::BEGIN:
+ {
+ horizontalCircularAlignment = Toolkit::HorizontalAlignment::BEGIN;
+ break;
+ }
+ case CircularAlignment::CENTER:
+ {
+ horizontalCircularAlignment = Toolkit::HorizontalAlignment::CENTER;
+ break;
+ }
+ case CircularAlignment::END:
+ {
+ horizontalCircularAlignment = Toolkit::HorizontalAlignment::END;
+ break;
+ }
+ }
+ }
+
+ // Set the layout parameters.
+ Size textLayoutArea( static_cast<float>( textParameters.textWidth ),
+ static_cast<float>( textParameters.textHeight ) );
+
+ if( isCircularTextLayout )
+ {
+ // In a circular layout, the length of the text area depends on the radius.
+ rendererParameters.radius = radius;
+ textLayoutArea.width = fabs( Radian( Degree( textParameters.incrementAngle ) ) * static_cast<float>( rendererParameters.radius ) );
+ }
+ // Resize the vector of positions to have the same size than the vector of glyphs.
+ rendererParameters.positions.Resize( numberOfGlyphs );
+
+
+
+ textModel->mHorizontalAlignment = isCircularTextLayout ? horizontalCircularAlignment : horizontalAlignment;
+ textModel->mLineWrapMode = LineWrap::WORD;
+ textModel->mIgnoreSpacesAfterText = false;
+ textModel->mMatchSystemLanguageDirection = false;
+ Text::Layout::Parameters layoutParameters( textLayoutArea,
+ textModel );
+
+
+ // Whether the last character is a new paragraph character.
+ const Vector<Character>& textToShape = isTextMirrored ? mirroredUtf32Characters : textModel->mLogicalModel->mText;
+ layoutParameters.isLastNewParagraph = TextAbstraction::IsNewParagraph( textToShape[numberOfCharacters - 1u] );
+
+ // The initial glyph and the number of glyphs to layout.
+ layoutParameters.startGlyphIndex = 0u;
+ layoutParameters.numberOfGlyphs = numberOfGlyphs;
+ layoutParameters.startLineIndex = 0u;
+ layoutParameters.estimatedNumberOfLines = 1u;
+ layoutParameters.interGlyphExtraAdvance = 0.f;
+
+ // Update the visual model.
+ Size newLayoutSize;
+ bool isAutoScrollEnabled = false;
+ layoutEngine.LayoutText( layoutParameters,
+ newLayoutSize,
+ textParameters.ellipsisEnabled,
+ isAutoScrollEnabled );
+
+ ////////////////////////////////////////////////////////////////////////////////
+ // Align the text.
+ ////////////////////////////////////////////////////////////////////////////////
+ Align( textParameters, rendererParameters, embeddedItemLayout, internalDataModel,
+ textLayoutArea, newLayoutSize, isCircularTextLayout, isClockwise,
+ horizontalAlignment, verticalAlignment, circularAlignment, radius );
+
+ return textLayoutArea;
+
+}
+
+
+Devel::PixelBuffer RenderText( const RendererParameters& textParameters, TextAbstraction::TextRenderer::Parameters& rendererParameters )
+{
////////////////////////////////////////////////////////////////////////////////
// Render the text.
////////////////////////////////////////////////////////////////////////////////
return renderer.Render( rendererParameters );
}
+
+Devel::PixelBuffer Render( const RendererParameters& textParameters, Vector<EmbeddedItemInfo>& embeddedItemLayout )
+{
+ if( textParameters.text.empty() )
+ {
+ Dali::Devel::PixelBuffer pixelBuffer = Dali::Devel::PixelBuffer::New( textParameters.textWidth,
+ textParameters.textHeight,
+ Dali::Pixel::RGBA8888 );
+
+ const unsigned int bufferSize = textParameters.textWidth * textParameters.textHeight * Dali::Pixel::GetBytesPerPixel(Dali::Pixel::RGBA8888);
+ unsigned char* buffer = pixelBuffer.GetBuffer();
+ memset(buffer, 0, bufferSize);
+
+ return pixelBuffer;
+ }
+
+ FontClient fontClient = FontClient::Get();
+ MetricsPtr metrics;
+ // Use this to access FontClient i.e. to get down-scaled Emoji metrics.
+ metrics = Metrics::New( fontClient );
+
+ Text::ModelPtr textModel = Text::Model::New();
+ InternalDataModel internalData( fontClient, metrics, textModel );
+
+ TextAbstraction::TextRenderer::Parameters rendererParameters( internalData.textModel->mVisualModel->mGlyphs,
+ internalData.textModel->mVisualModel->mGlyphPositions,
+ internalData.textModel->mVisualModel->mColors,
+ internalData.textModel->mVisualModel->mColorIndices,
+ internalData.blendingMode,
+ internalData.isEmoji );
+
+
+ rendererParameters.width = textParameters.textWidth;
+ rendererParameters.height = textParameters.textHeight;
+ rendererParameters.pixelFormat = TextAbstraction::TextRenderer::Parameters::RGBA8888; // @note: At the moment all textures are generated RGBA8888
+
+
+ ////////////////////////////////////////////////////////////////////////////////
+ // Process the markup string if the mark-up processor is enabled.
+ ////////////////////////////////////////////////////////////////////////////////
+ ShapeTextPreprocess( textParameters, rendererParameters, internalData );
+
+ ////////////////////////////////////////////////////////////////////////////////
+ // Retrieve the glyphs. Text shaping
+ ////////////////////////////////////////////////////////////////////////////////
+ ShapeText( rendererParameters, embeddedItemLayout, internalData );
+
+
+ ////////////////////////////////////////////////////////////////////////////////
+ // Retrieve the glyph's metrics.
+ ////////////////////////////////////////////////////////////////////////////////
+
+ metrics->GetGlyphMetrics( rendererParameters.glyphs.Begin(), internalData.numberOfGlyphs );
+
+ ////////////////////////////////////////////////////////////////////////////////
+ // Set the color runs in glyphs.
+ ////////////////////////////////////////////////////////////////////////////////
+ SetColorSegmentation( textParameters, internalData );
+
+
+ ////////////////////////////////////////////////////////////////////////////////
+ // Set the isEmoji Vector
+ ////////////////////////////////////////////////////////////////////////////////
+ SetEmojiVector( internalData );
+
+ ////////////////////////////////////////////////////////////////////////////////
+ // Layout the text and Align the text
+ ////////////////////////////////////////////////////////////////////////////////
+ Size textLayoutArea = LayoutText( textParameters, rendererParameters, embeddedItemLayout, internalData );
+
+ ////////////////////////////////////////////////////////////////////////////////
+ // Ellipsis the text.
+ ////////////////////////////////////////////////////////////////////////////////
+ Ellipsis( textParameters, rendererParameters, embeddedItemLayout, textLayoutArea, internalData );
+
+ ////////////////////////////////////////////////////////////////////////////////
+ // Render the text.
+ ////////////////////////////////////////////////////////////////////////////////
+ return RenderText( textParameters, rendererParameters );
+}
+
+
Devel::PixelBuffer CreateShadow( const ShadowParameters& shadowParameters )
{
// The size of the pixel data.
: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
mIndicatorShowAlpha(1.0f),
mDirection(direction),
- mScrollableObject(WeakHandleBase()),
+ mScrollableObject(WeakHandle<Handle>()),
mPropertyScrollPosition(Property::INVALID_INDEX),
mPropertyMinScrollPosition(Property::INVALID_INDEX),
mPropertyMaxScrollPosition(Property::INVALID_INDEX),
&& propertyMaxScrollPosition != Property::INVALID_INDEX
&& propertyScrollContentSize != Property::INVALID_INDEX )
{
- mScrollableObject = WeakHandleBase(handle);
+ mScrollableObject = WeakHandle<Handle>(handle);
mPropertyScrollPosition = propertyScrollPosition;
mPropertyMinScrollPosition = propertyMinScrollPosition;
mPropertyMaxScrollPosition = propertyMaxScrollPosition;
void ScrollBar::ApplyConstraints()
{
- Handle scrollableHandle = mScrollableObject.GetBaseHandle();
+ Handle scrollableHandle = mScrollableObject.GetHandle();
if( scrollableHandle )
{
{
mScrollPositionIntervals = positions;
- Handle scrollableHandle = mScrollableObject.GetBaseHandle();
+ Handle scrollableHandle = mScrollableObject.GetHandle();
if( scrollableHandle )
{
void ScrollBar::OnScrollPositionIntervalReached(PropertyNotification& source)
{
// Emit the signal to notify the scroll position crossing
- Handle scrollableHandle = mScrollableObject.GetBaseHandle();
+ Handle scrollableHandle = mScrollableObject.GetHandle();
if(scrollableHandle)
{
mScrollPositionIntervalReachedSignal.Emit( scrollableHandle.GetCurrentProperty< float >( mPropertyScrollPosition ) );
bool ScrollBar::OnPanGestureProcessTick()
{
// Update the scroll position property.
- Handle scrollableHandle = mScrollableObject.GetBaseHandle();
+ Handle scrollableHandle = mScrollableObject.GetHandle();
if( scrollableHandle )
{
scrollableHandle.SetProperty(mPropertyScrollPosition, mCurrentScrollPosition);
void ScrollBar::OnPan( const PanGesture& gesture )
{
- Handle scrollableHandle = mScrollableObject.GetBaseHandle();
+ Handle scrollableHandle = mScrollableObject.GetHandle();
if(scrollableHandle)
{
#define DALI_TOOLKIT_INTERNAL_SCROLL_BAR_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
Toolkit::ScrollBar::Direction mDirection; ///< The direction of scroll bar (vertical or horizontal)
- WeakHandleBase mScrollableObject; ///< Object to be scrolled
+ WeakHandle<Handle> mScrollableObject; ///< Object to be scrolled
Property::Index mPropertyScrollPosition; ///< Index of scroll position property owned by the object to be scrolled
Property::Index mPropertyMinScrollPosition; ///< Index of minimum scroll position property owned by the object to be scrolled
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
return internal;
}
+uint32_t AsyncImageLoader::LoadAnimatedImage( Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex )
+{
+ if( !mIsLoadThreadStarted )
+ {
+ mLoadThread.Start();
+ mIsLoadThreadStarted = true;
+ }
+ mLoadThread.AddTask( new LoadingTask( ++mLoadTaskId, animatedImageLoading, frameIndex ) );
+
+ return mLoadTaskId;
+}
+
uint32_t AsyncImageLoader::Load( const VisualUrl& url,
ImageDimensions dimensions,
FittingMode::Type fittingMode,
#define DALI_TOOLKIT_ASYNC_IMAGE_LOADER_IMPL_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
static IntrusivePtr<AsyncImageLoader> New();
/**
+ * @copydoc Toolkit::AsyncImageLoader::LoadAnimatedImage( Dali::AnimatedImageLoading animatedImageLoading, uint32_t frameIndex )
+ */
+ uint32_t LoadAnimatedImage( Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex );
+
+ /**
* @copydoc Toolkit::AsyncImageLoader::Load( const std::string&, ImageDimensions, FittingMode::Type, SamplingMode::Type, bool , DevelAsyncImageLoader::PreMultiplyOnLoad )
*/
uint32_t Load( const VisualUrl& url,
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
namespace Internal
{
+LoadingTask::LoadingTask( uint32_t id, Dali::AnimatedImageLoading animatedImageLoading, uint32_t frameIndex )
+: pixelBuffer(),
+ url(),
+ id( id ),
+ dimensions(),
+ fittingMode(),
+ samplingMode(),
+ orientationCorrection(),
+ preMultiplyOnLoad( DevelAsyncImageLoader::PreMultiplyOnLoad::OFF ),
+ isMaskTask( false ),
+ maskPixelBuffer(),
+ contentScale( 1.0f ),
+ cropToMask( false ),
+ animatedImageLoading( animatedImageLoading ),
+ frameIndex( frameIndex )
+{
+}
+
LoadingTask::LoadingTask( uint32_t id, const VisualUrl& url, ImageDimensions dimensions,
FittingMode::Type fittingMode, SamplingMode::Type samplingMode, bool orientationCorrection, DevelAsyncImageLoader::PreMultiplyOnLoad preMultiplyOnLoad )
: pixelBuffer(),
isMaskTask( false ),
maskPixelBuffer(),
contentScale( 1.0f ),
- cropToMask( false )
+ cropToMask( false ),
+ animatedImageLoading(),
+ frameIndex( 0u )
{
}
isMaskTask( true ),
maskPixelBuffer( maskPixelBuffer ),
contentScale( contentScale ),
- cropToMask( cropToMask )
+ cropToMask( cropToMask ),
+ animatedImageLoading(),
+ frameIndex( 0u )
{
}
void LoadingTask::Load()
-{
- if( url.IsLocalResource() )
+{;
+ if( animatedImageLoading )
+ {
+ pixelBuffer = animatedImageLoading.LoadFrame( frameIndex );
+ }
+ else if( url.IsLocalResource() )
{
pixelBuffer = Dali::LoadImageFromFile( url.GetUrl(), dimensions, fittingMode, samplingMode, orientationCorrection );
}
void ImageLoadThread::AddTask( LoadingTask* task )
{
bool wasEmpty = false;
-
{
// Lock while adding task to the queue
ConditionalWait::ScopedLock lock( mConditionalWait );
#define DALI_TOOLKIT_IMAGE_LOAD_THREAD_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
/**
* Constructor.
* @param [in] id of the task
+ * @param [in] animatedImageLoading The AnimatedImageLoading to load animated image
+ * @param [in] frameIndex The frame index of a frame to be loaded frame
+ */
+ LoadingTask( uint32_t id,
+ Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex );
+
+ /**
+ * Constructor.
+ * @param [in] id of the task
* @param [in] url The URL of the image file to load.
* @param [in] size The width and height to fit the loaded image to, 0.0 means whole image
* @param [in] fittingMode The method used to fit the shape of the image before loading to the shape defined by the size parameter.
FittingMode::Type fittingMode,
SamplingMode::Type samplingMode,
bool orientationCorrection,
- DevelAsyncImageLoader::PreMultiplyOnLoad preMultiplyOnLoad);
+ DevelAsyncImageLoader::PreMultiplyOnLoad preMultiplyOnLoad );
/**
* Constructor.
* @param [in] preMultiplyOnLoad ON if the image's color should be multiplied by it's alpha. Set to OFF if there is no alpha.
*/
LoadingTask( uint32_t id,
- Devel::PixelBuffer pixelBuffer,
- Devel::PixelBuffer maskPixelBuffer,
- float contentScale,
- bool cropToMask,
- DevelAsyncImageLoader::PreMultiplyOnLoad preMultiplyOnLoad);
+ Devel::PixelBuffer pixelBuffer,
+ Devel::PixelBuffer maskPixelBuffer,
+ float contentScale,
+ bool cropToMask,
+ DevelAsyncImageLoader::PreMultiplyOnLoad preMultiplyOnLoad );
/**
* Load the image
Devel::PixelBuffer maskPixelBuffer; ///< pixelBuffer of mask image
float contentScale; ///< The factor to scale the content
bool cropToMask; ///< Whether to crop the content to the mask size
+ Dali::AnimatedImageLoading animatedImageLoading;
+ uint32_t frameIndex;
};
mCurrentFrameIndex( 0 ),
mImageUrls( NULL ),
mImageCache( NULL ),
- mCacheSize( 1 ),
- mBatchSize( 1 ),
+ mCacheSize( 2 ),
+ mBatchSize( 2 ),
mFrameDelay( 100 ),
mLoopCount( LOOP_FOREVER ),
mCurrentLoopIndex( 0 ),
{
map.Clear();
+ bool sync = IsSynchronousLoadingRequired();
+ map.Insert( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, sync );
+
map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::ANIMATED_IMAGE );
if( mImageUrl.IsValid() )
int batchSize;
if( value.Get( batchSize ) )
{
- mBatchSize = batchSize;
+ if( batchSize < 2 )
+ {
+ DALI_LOG_ERROR( "The minimum value of batch size is 2." );
+ }
+ else
+ {
+ mBatchSize = batchSize;
+ }
}
break;
}
int cacheSize;
if( value.Get( cacheSize ) )
{
- mCacheSize = cacheSize;
+ if( cacheSize < 2 )
+ {
+ DALI_LOG_ERROR( "The minimum value of cache size is 2." );
+ }
+ else
+ {
+ mCacheSize = cacheSize;
+ }
}
break;
}
}
break;
}
+
+ case Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING:
+ {
+ bool sync = false;
+ value.Get( sync );
+ if( sync )
+ {
+ mImpl->mFlags |= Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
+ }
+ else
+ {
+ mImpl->mFlags &= ~Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
+ }
+ break;
+ }
}
}
if( mAnimatedImageLoading )
{
- mImageCache = new RollingAnimatedImageCache( textureManager, mAnimatedImageLoading, mFrameCount, *this, cacheSize, batchSize );
+ mImageCache = new RollingAnimatedImageCache( textureManager, mAnimatedImageLoading, mFrameCount, *this, cacheSize, batchSize, IsSynchronousLoadingRequired() );
}
else if( mImageUrls )
{
{
TextureSet textureSet;
if (mImageCache)
+ {
textureSet = mImageCache->FirstFrame();
+ }
if( textureSet )
{
SetImageSize( textureSet );
}
else
{
- DALI_LOG_INFO(gAnimImgLogFilter,Debug::Concise,"ResourceReady(ResourceStatus::FAILED)\n");
+ DALI_LOG_INFO( gAnimImgLogFilter, Debug::Concise, "ResourceReady(ResourceStatus::FAILED)\n" );
ResourceReady( Toolkit::Visual::ResourceStatus::FAILED );
}
}
else
{
- if(mImpl->mRenderer)
+ if( mImpl->mRenderer )
{
mImpl->mRenderer.SetTextures( textureSet );
}
RollingAnimatedImageCache::RollingAnimatedImageCache(
TextureManager& textureManager, AnimatedImageLoading& animatedImageLoading, uint32_t frameCount, ImageCache::FrameReadyObserver& observer,
- uint16_t cacheSize, uint16_t batchSize )
+ uint16_t cacheSize, uint16_t batchSize, bool isSynchronousLoading )
: ImageCache( textureManager, observer, batchSize ),
mAnimatedImageLoading( animatedImageLoading ),
mFrameCount( frameCount ),
mFrameIndex( 0 ),
- mCacheSize( cacheSize ),
- mQueue( cacheSize )
+ mQueue( cacheSize ),
+ mIsSynchronousLoading( isSynchronousLoading ),
+ mOnLoading( false )
{
mImageUrls.resize( mFrameCount );
+ mIntervals.assign( mFrameCount, 0 );
LoadBatch();
}
{
if( mTextureManagerAlive )
{
- while( IsFrontReady() )
+ while( !mQueue.IsEmpty() )
{
ImageFrame imageFrame = mQueue.PopFront();
- Dali::Toolkit::TextureManager::RemoveTexture( mImageUrls[ imageFrame.mFrameNumber ].mUrl );
+ mTextureManager.Remove( mImageUrls[ imageFrame.mFrameNumber ].mTextureId, this );
}
}
}
TextureSet RollingAnimatedImageCache::Frame( uint32_t frameIndex )
{
bool popExist = false;
- while( IsFrontReady() && mQueue.Front().mFrameNumber != frameIndex )
+ while( !mQueue.IsEmpty() && mQueue.Front().mFrameNumber != frameIndex )
{
ImageFrame imageFrame = mQueue.PopFront();
- Dali::Toolkit::TextureManager::RemoveTexture( mImageUrls[ imageFrame.mFrameNumber ].mUrl );
+ mTextureManager.Remove( mImageUrls[ imageFrame.mFrameNumber ].mTextureId, this );
mImageUrls[ imageFrame.mFrameNumber ].mTextureId = TextureManager::INVALID_TEXTURE_ID;
popExist = true;
}
- if( popExist || mImageUrls[ frameIndex ].mTextureId == TextureManager::INVALID_TEXTURE_ID )
+
+ TextureSet textureSet;
+ // If we need to load new frame that are not stored in queue.
+ // Load the frame synchronously.
+ if( mIsSynchronousLoading && mQueue.IsEmpty() )
+ {
+ bool synchronousLoading = true;
+ textureSet = mTextureManager.LoadAnimatedImageTexture( mAnimatedImageLoading, frameIndex, SamplingMode::BOX_THEN_LINEAR,
+ synchronousLoading, mImageUrls[ frameIndex ].mTextureId, Dali::WrapMode::Type::DEFAULT,
+ Dali::WrapMode::Type::DEFAULT, this );
+ mFrameIndex = ( frameIndex + 1 ) % mFrameCount;
+ }
+
+ if( popExist || mQueue.IsEmpty() )
{
// If the frame of frameIndex was already loaded, load batch from the last frame of queue
- if( IsFrontReady() )
+ if( !mQueue.IsEmpty() )
{
mFrameIndex = ( mQueue.Back().mFrameNumber + 1 ) % mFrameCount;
}
- // If the queue is empty, load batch from the frame of frameIndex
else
{
- mFrameIndex = frameIndex;
+ // If the request is for the first frame or a jumped frame(JUMP_TO) remove current waiting queue.
+ mLoadWaitingQueue.clear();
+ // If the queue is empty, and the frame of frameIndex is not loaded synchronously. load batch from the frame of frameIndex
+ if( !textureSet )
+ {
+ mFrameIndex = frameIndex;
+ }
}
LoadBatch();
}
- return GetFrontTextureSet();
+ if( !textureSet )
+ {
+ if( IsFrontReady() == true )
+ {
+ textureSet = GetFrontTextureSet();
+ }
+ else
+ {
+ mWaitingForReadyFrame = true;
+ }
+ }
+
+ return textureSet;
}
TextureSet RollingAnimatedImageCache::FirstFrame()
uint32_t RollingAnimatedImageCache::GetFrameInterval( uint32_t frameIndex )
{
- Frame( frameIndex );
return mAnimatedImageLoading.GetFrameInterval( frameIndex );
}
bool RollingAnimatedImageCache::IsFrontReady() const
{
- return ( !mQueue.IsEmpty() );
+ return ( !mQueue.IsEmpty() && mQueue.Front().mReady );
+}
+
+void RollingAnimatedImageCache::RequestFrameLoading( uint32_t frameIndex )
+{
+ mRequestingLoad = true;
+
+ bool synchronousLoading = false;
+ mTextureManager.LoadAnimatedImageTexture( mAnimatedImageLoading, frameIndex, SamplingMode::BOX_THEN_LINEAR,
+ synchronousLoading, mImageUrls[ frameIndex ].mTextureId, Dali::WrapMode::Type::DEFAULT,
+ Dali::WrapMode::Type::DEFAULT, this );
+
+ mRequestingLoad = false;
}
void RollingAnimatedImageCache::LoadBatch()
// Once the cache is filled, as frames progress, the old frame is
// removed, and another frame is loaded
- std::vector<Dali::PixelData> pixelDataList;
-
- // Get the smallest number of frames we need to load
- int batchSize = std::min( std::size_t(mBatchSize), mCacheSize - mQueue.Count() );
- DALI_LOG_INFO( gAnimImgLogFilter, Debug::Concise, "RollingAnimatedImageCache::LoadBatch() mFrameIndex:%d batchSize:%d\n", mFrameIndex, batchSize );
- if( mAnimatedImageLoading.LoadNextNFrames( mFrameIndex, batchSize, pixelDataList) )
+ bool frontFrameReady = IsFrontReady();
+ for( unsigned int i=0; i< mBatchSize && !mQueue.IsFull(); ++i )
{
- unsigned int pixelDataListCount = pixelDataList.size();
+ ImageFrame imageFrame;
+ imageFrame.mFrameNumber = mFrameIndex;
+ imageFrame.mReady = false;
- for( unsigned int i = 0; i < pixelDataListCount && !mQueue.IsFull(); ++i )
+ mQueue.PushBack( imageFrame );
+
+ if( !mOnLoading )
{
- ImageFrame imageFrame;
-
- // create the texture for uploading the pixel data
- Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D,
- pixelDataList[i].GetPixelFormat(),
- pixelDataList[i].GetWidth(),
- pixelDataList[i].GetHeight() );
-
- texture.Upload( pixelDataList[i] );
-
- mImageUrls[ mUrlIndex ].mUrl = Dali::Toolkit::TextureManager::AddTexture(texture);
- imageFrame.mFrameNumber = mUrlIndex;
-
- ++mUrlIndex;
- mUrlIndex %= mImageUrls.size();
-
- mQueue.PushBack( imageFrame );
-
- bool synchronousLoading = false;
- bool atlasingStatus = false;
- bool loadingStatus = false;
- TextureManager::MaskingDataPointer maskInfo = nullptr;
- AtlasUploadObserver* atlasObserver = nullptr;
- ImageAtlasManagerPtr imageAtlasManager = nullptr;
- Vector4 textureRect;
- Dali::ImageDimensions textureRectSize;
- auto preMultiply = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
-
- mTextureManager.LoadTexture(
- mImageUrls[ imageFrame.mFrameNumber ].mUrl, ImageDimensions(), FittingMode::SCALE_TO_FILL,
- SamplingMode::BOX_THEN_LINEAR, maskInfo,
- synchronousLoading, mImageUrls[ imageFrame.mFrameNumber ].mTextureId, textureRect, textureRectSize,
- atlasingStatus, loadingStatus, Dali::WrapMode::Type::DEFAULT,
- Dali::WrapMode::Type::DEFAULT, NULL,
- atlasObserver, imageAtlasManager, ENABLE_ORIENTATION_CORRECTION, TextureManager::ReloadPolicy::CACHED, preMultiply );
+ mOnLoading = true;
+ RequestFrameLoading( mFrameIndex );
+ }
+ else
+ {
+ mLoadWaitingQueue.push_back( mFrameIndex );
}
- mFrameIndex += batchSize;
+ mFrameIndex++;
mFrameIndex %= mFrameCount;
}
+ CheckFrontFrame( frontFrameReady );
+
LOG_CACHE;
}
+void RollingAnimatedImageCache::SetImageFrameReady( TextureManager::TextureId textureId )
+{
+ for( std::size_t i = 0; i < mQueue.Count() ; ++i )
+ {
+ if( GetCachedTextureId( i ) == textureId )
+ {
+ mQueue[i].mReady = true;
+ break;
+ }
+ }
+}
+
TextureSet RollingAnimatedImageCache::GetFrontTextureSet() const
{
DALI_LOG_INFO( gAnimImgLogFilter, Debug::Concise, "RollingAnimatedImageCache::GetFrontTextureSet() FrameNumber:%d\n", mQueue[ 0 ].mFrameNumber );
return mImageUrls[ mQueue[ index ].mFrameNumber ].mTextureId;
}
+void RollingAnimatedImageCache::CheckFrontFrame( bool wasReady )
+{
+ if( mWaitingForReadyFrame && wasReady == false && IsFrontReady() )
+ {
+ mWaitingForReadyFrame = false;
+ mObserver.FrameReady( GetFrontTextureSet() );
+ }
+}
+
+void RollingAnimatedImageCache::UploadComplete(
+ bool loadSuccess,
+ int32_t textureId,
+ TextureSet textureSet,
+ bool useAtlasing,
+ const Vector4& atlasRect,
+ bool preMultiplied )
+{
+ DALI_LOG_INFO(gAnimImgLogFilter,Debug::Concise,"AnimatedImageVisual::UploadComplete(textureId:%d) start\n", textureId);
+ LOG_CACHE;
+
+ bool frontFrameReady = IsFrontReady();
+
+ if( !mRequestingLoad )
+ {
+ SetImageFrameReady( textureId );
+
+ CheckFrontFrame( frontFrameReady );
+ }
+ else
+ {
+ // UploadComplete has been called from within RequestLoad. TextureManager must
+ // therefore already have the texture cached, so make the texture ready.
+ // (Use the last texture, as the texture id hasn't been assigned yet)
+ mQueue.Back().mReady = true;
+ }
+
+ mOnLoading = false;
+ // The frames of a single animated image can not be loaded parallelly.
+ // Therefore, a frame is now loading, other orders are waiting.
+ // And, after the frame is loaded, requests load of next order.
+ if( !mLoadWaitingQueue.empty() )
+ {
+ uint32_t loadingIndex = mLoadWaitingQueue.front();
+ mLoadWaitingQueue.erase( mLoadWaitingQueue.begin() );
+ mOnLoading = true;
+ RequestFrameLoading( loadingIndex );
+ }
+
+ LOG_CACHE;
+}
+
+void RollingAnimatedImageCache::LoadComplete(
+ bool loadSuccess,
+ Devel::PixelBuffer pixelBuffer,
+ const VisualUrl& url,
+ bool preMultiplied )
+{
+ // LoadComplete is called if this TextureUploadObserver requested to load
+ // an image that will be returned as a type of PixelBuffer by using a method
+ // TextureManager::LoadPixelBuffer.
+}
+
} //namespace Internal
} //namespace Toolkit
} //namespace Dali
* Frames are always ready, so the observer.FrameReady callback is never triggered;
* the FirstFrame and NextFrame APIs will always return a texture.
*/
-class RollingAnimatedImageCache : public ImageCache
+class RollingAnimatedImageCache : public ImageCache, public TextureUploadObserver
{
public:
/**
* @param[in] observer FrameReady observer
* @param[in] cacheSize The size of the cache
* @param[in] batchSize The size of a batch to load
+ * @param[in] isSynchronousLoading The flag to define whether to load first frame synchronously
*
* This will start loading textures immediately, according to the
* batch and cache sizes.
*/
RollingAnimatedImageCache( TextureManager& textureManager,
- AnimatedImageLoading& animatedImageLoader,
- uint32_t frameCount,
- ImageCache::FrameReadyObserver& observer,
- uint16_t cacheSize,
- uint16_t batchSize );
+ AnimatedImageLoading& animatedImageLoader,
+ uint32_t frameCount,
+ ImageCache::FrameReadyObserver& observer,
+ uint16_t cacheSize,
+ uint16_t batchSize,
+ bool isSynchronousLoading );
/**
* Destructor
bool IsFrontReady() const;
/**
+ * Request to Load a frame
+ */
+ void RequestFrameLoading( uint32_t frameIndex );
+
+ /**
* Load the next batch of images
*/
void LoadBatch();
/**
+ * Find the matching image frame, and set it to ready
+ */
+ void SetImageFrameReady( TextureManager::TextureId textureId );
+
+ /**
* Get the texture set of the front frame.
* @return the texture set
*/
*/
TextureManager::TextureId GetCachedTextureId( int index ) const;
+ /**
+ * Check if the front frame has become ready - if so, inform observer
+ * @param[in] wasReady Readiness before call.
+ */
+ void CheckFrontFrame( bool wasReady );
+
+protected:
+ void UploadComplete(
+ bool loadSuccess,
+ int32_t textureId,
+ TextureSet textureSet,
+ bool useAtlasing,
+ const Vector4& atlasRect,
+ bool preMultiplied ) override;
+
+ void LoadComplete(
+ bool loadSuccess,
+ Devel::PixelBuffer pixelBuffer,
+ const VisualUrl& url,
+ bool preMultiplied ) override;
+
private:
/**
* Secondary class to hold readiness and index into url
struct ImageFrame
{
unsigned int mFrameNumber = 0u;
+ bool mReady = false;
};
- Dali::AnimatedImageLoading& mAnimatedImageLoading;
- uint32_t mFrameCount;
- int mFrameIndex;
- std::vector<UrlStore> mImageUrls;
- uint16_t mCacheSize;
- CircularQueue<ImageFrame> mQueue;
+ Dali::AnimatedImageLoading mAnimatedImageLoading;
+ uint32_t mFrameCount;
+ int mFrameIndex;
+ std::vector<UrlStore> mImageUrls;
+ std::vector<int32_t> mIntervals;
+ std::vector<uint32_t> mLoadWaitingQueue;
+ CircularQueue<ImageFrame> mQueue;
+ bool mIsSynchronousLoading;
+ bool mOnLoading;
};
} // namespace Internal
void ImageVisual::InitializeRenderer()
{
auto attemptAtlasing = AttemptAtlasing();
- // texture set has to be created first as we need to know if atlasing succeeded or not
- // when selecting the shader
- if( mTextureId == TextureManager::INVALID_TEXTURE_ID && ! mTextures ) // Only load the texture once
+ // Load Texture if mTextures is empty.
+ // mTextures is already set, the mTexture can be used to create Renderer.
+ // There are two cases mTextures is empty.
+ // 1. mTextureId == TextureManager::INVALID_TEXTURE_ID
+ // - Visual is on stage with LoadPolicy::ATTACHED
+ // 2. mTextureId != TextureManager::INVALID_TEXTURE_ID
+ // - If ReleasePolicy is DESTROYED, InitializeRenderer called every on stage called.
+ // - Then every resources those contained in Visual are Reset but mTextureId is remained when the Off stage time,
+ // - So, mTextures needed to be get from texture manager to created resources like mImpl->mRenderer.
+ if( ! mTextures )
{
- LoadTexture( attemptAtlasing, mAtlasRect, mTextures, mOrientationCorrection,
- TextureManager::ReloadPolicy::CACHED );
+ if( mTextureId == TextureManager::INVALID_TEXTURE_ID )
+ {
+ LoadTexture( attemptAtlasing, mAtlasRect, mTextures, mOrientationCorrection,
+ TextureManager::ReloadPolicy::CACHED );
+ }
+ else
+ {
+ mTextures = mFactoryCache.GetTextureManager().GetTextureSet( mTextureId );
+ }
}
CreateRenderer( mTextures );
void NPatchVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
+ bool sync = IsSynchronousLoadingRequired();
+ map.Insert( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, sync );
map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::N_PATCH );
map.Insert( Toolkit::ImageVisual::Property::URL, mImageUrl.GetUrl() );
map.Insert( Toolkit::ImageVisual::Property::BORDER_ONLY, mBorderOnly );
}
}
+TextureSet TextureManager::LoadAnimatedImageTexture(
+ Dali::AnimatedImageLoading animatedImageLoading, uint32_t frameIndex, Dali::SamplingMode::Type samplingMode,
+ bool synchronousLoading, TextureManager::TextureId& textureId, Dali::WrapMode::Type wrapModeU, Dali::WrapMode::Type wrapModeV, TextureUploadObserver* textureObserver )
+{
+ TextureSet textureSet;
+
+ if( synchronousLoading )
+ {
+ Devel::PixelBuffer pixelBuffer;
+ if( animatedImageLoading )
+ {
+ pixelBuffer = animatedImageLoading.LoadFrame( frameIndex );
+ }
+ if( !pixelBuffer )
+ {
+ // use broken image
+ pixelBuffer = LoadImageFromFile( mBrokenImageUrl );
+ PixelData pixelData;
+ if( pixelBuffer )
+ {
+ pixelData = Devel::PixelBuffer::Convert(pixelBuffer); // takes ownership of buffer
+ }
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, pixelData.GetPixelFormat(),
+ pixelData.GetWidth(), pixelData.GetHeight() );
+ texture.Upload( pixelData );
+ textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+ }
+ else
+ {
+ PixelData pixelData = Devel::PixelBuffer::Convert(pixelBuffer); // takes ownership of buffer
+ if( !textureSet )
+ {
+ Texture texture = Texture::New( Dali::TextureType::TEXTURE_2D, pixelData.GetPixelFormat(),
+ pixelData.GetWidth(), pixelData.GetHeight() );
+ texture.Upload( pixelData );
+ textureSet = TextureSet::New();
+ textureSet.SetTexture( 0u, texture );
+ }
+ }
+ }
+ else
+ {
+ auto preMultiply = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
+ textureId = RequestLoadInternal( animatedImageLoading.GetUrl(), INVALID_TEXTURE_ID, 1.0f, ImageDimensions(), FittingMode::SCALE_TO_FILL,
+ SamplingMode::BOX_THEN_LINEAR, TextureManager::NO_ATLAS, false, UPLOAD_TO_TEXTURE, textureObserver,
+ true, TextureManager::ReloadPolicy::CACHED, preMultiply, animatedImageLoading, frameIndex );
+ TextureManager::LoadState loadState = GetTextureStateInternal( textureId );
+ if( loadState == TextureManager::UPLOADED )
+ {
+ // UploadComplete has already been called - keep the same texture set
+ textureSet = GetTextureSet( textureId );
+ }
+ }
+
+ if( textureSet )
+ {
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode( wrapModeU, wrapModeV );
+ textureSet.SetSampler( 0u, sampler );
+ }
+
+ return textureSet;
+}
+
Devel::PixelBuffer TextureManager::LoadPixelBuffer(
const VisualUrl& url, Dali::ImageDimensions desiredSize, Dali::FittingMode::Type fittingMode, Dali::SamplingMode::Type samplingMode, bool synchronousLoading, TextureUploadObserver* textureObserver, bool orientationCorrection, TextureManager::MultiplyOnLoad& preMultiplyOnLoad )
{
{
RequestLoadInternal( url, INVALID_TEXTURE_ID, 1.0f, desiredSize, fittingMode, samplingMode, TextureManager::NO_ATLAS,
false, RETURN_PIXEL_BUFFER, textureObserver, orientationCorrection, TextureManager::ReloadPolicy::FORCED,
- preMultiplyOnLoad );
+ preMultiplyOnLoad, Dali::AnimatedImageLoading(), 0u );
}
return pixelBuffer;
{
return RequestLoadInternal( url, INVALID_TEXTURE_ID, 1.0f, desiredSize, fittingMode, samplingMode, useAtlas,
false, UPLOAD_TO_TEXTURE, observer, orientationCorrection, reloadPolicy,
- preMultiplyOnLoad );
+ preMultiplyOnLoad, Dali::AnimatedImageLoading(), 0u );
}
TextureManager::TextureId TextureManager::RequestLoad(
{
return RequestLoadInternal( url, maskTextureId, contentScale, desiredSize, fittingMode, samplingMode, useAtlas,
cropToMask, UPLOAD_TO_TEXTURE, observer, orientationCorrection, reloadPolicy,
- preMultiplyOnLoad );
+ preMultiplyOnLoad, Dali::AnimatedImageLoading(), 0u );
}
TextureManager::TextureId TextureManager::RequestMaskLoad( const VisualUrl& maskUrl )
auto preMultiply = TextureManager::MultiplyOnLoad::LOAD_WITHOUT_MULTIPLY;
return RequestLoadInternal( maskUrl, INVALID_TEXTURE_ID, 1.0f, ImageDimensions(), FittingMode::SCALE_TO_FILL,
SamplingMode::NO_FILTER, NO_ATLAS, false, KEEP_PIXEL_BUFFER, NULL, true,
- TextureManager::ReloadPolicy::CACHED, preMultiply );
+ TextureManager::ReloadPolicy::CACHED, preMultiply, Dali::AnimatedImageLoading(), 0u );
}
TextureManager::TextureId TextureManager::RequestLoadInternal(
TextureUploadObserver* observer,
bool orientationCorrection,
TextureManager::ReloadPolicy reloadPolicy,
- TextureManager::MultiplyOnLoad& preMultiplyOnLoad )
+ TextureManager::MultiplyOnLoad& preMultiplyOnLoad,
+ Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex )
{
// First check if the requested Texture is cached.
+ bool isAnimatedImage = ( animatedImageLoading ) ? true : false;
const TextureHash textureHash = GenerateHash( url.GetUrl(), desiredSize, fittingMode, samplingMode, useAtlas,
- maskTextureId );
+ maskTextureId, storageType, isAnimatedImage, frameIndex );
TextureManager::TextureId textureId = INVALID_TEXTURE_ID;
// Look up the texture by hash. Note: The extra parameters are used in case of a hash collision.
int cacheIndex = FindCachedTexture( textureHash, url.GetUrl(), desiredSize, fittingMode, samplingMode, useAtlas,
- maskTextureId, preMultiplyOnLoad, storageType );
+ maskTextureId, preMultiplyOnLoad, storageType, isAnimatedImage, frameIndex );
// Check if the requested Texture exists in the cache.
if( cacheIndex != INVALID_CACHE_INDEX )
mTextureInfoContainer.push_back( TextureInfo( textureId, maskTextureId, url.GetUrl(),
desiredSize, contentScale, fittingMode, samplingMode,
false, cropToMask, useAtlas, textureHash, orientationCorrection,
- preMultiply ) );
+ preMultiply, animatedImageLoading, frameIndex ) );
cacheIndex = mTextureInfoContainer.size() - 1u;
DALI_LOG_INFO( gTextureManagerLogFilter, Debug::General, "TextureManager::RequestLoad( url=%s observer=%p ) New texture, cacheIndex:%d, textureId=%d\n",
return TextureSet();
}
-
void TextureManager::AddObserver( TextureManager::LifecycleObserver& observer )
{
// make sure an observer doesn't observe the same object twice
auto premultiplyOnLoad = ( textureInfo.preMultiplyOnLoad && textureInfo.maskTextureId == INVALID_TEXTURE_ID ) ?
DevelAsyncImageLoader::PreMultiplyOnLoad::ON : DevelAsyncImageLoader::PreMultiplyOnLoad::OFF;
DALI_ASSERT_ALWAYS(loadingHelperIt != loadersContainer.End());
- loadingHelperIt->Load(textureInfo.textureId, textureInfo.url,
- textureInfo.desiredSize, textureInfo.fittingMode,
- textureInfo.samplingMode, textureInfo.orientationCorrection,
- premultiplyOnLoad );
+ if( textureInfo.animatedImageLoading )
+ {
+ loadingHelperIt->LoadAnimatedImage( textureInfo.textureId, textureInfo.animatedImageLoading, textureInfo.frameIndex );
+ }
+ else
+ {
+ loadingHelperIt->Load(textureInfo.textureId, textureInfo.url,
+ textureInfo.desiredSize, textureInfo.fittingMode,
+ textureInfo.samplingMode, textureInfo.orientationCorrection,
+ premultiplyOnLoad );
+ }
}
ObserveTexture( textureInfo, observer );
}
const FittingMode::Type fittingMode,
const Dali::SamplingMode::Type samplingMode,
const UseAtlas useAtlas,
- TextureId maskTextureId )
+ TextureId maskTextureId,
+ StorageType storageType,
+ bool isAnimationImage,
+ uint32_t frameIndex )
{
std::string hashTarget( url );
const size_t urlLength = hashTarget.length();
*hashTargetPtr++ = ( size.GetHeight() >> 8u ) & 0xff;
// Bit-pack the FittingMode, SamplingMode and atlasing.
- // FittingMode=2bits, SamplingMode=3bits, useAtlas=1bit
- *hashTargetPtr = ( fittingMode << 4u ) | ( samplingMode << 1 ) | useAtlas;
+ // FittingMode=2bits, SamplingMode=3bits, useAtlas=1bit, storageType=2bits
+ *hashTargetPtr = ( fittingMode << 6u ) | ( samplingMode << 3 ) | ( useAtlas << 2 ) | storageType;
}
else
{
}
}
+ if( isAnimationImage )
+ {
+ auto textureIdIndex = hashTarget.length();
+ hashTarget.resize( hashTarget.length() + sizeof( uint32_t ) );
+ char* hashTargetPtr = &( hashTarget[ textureIdIndex ] );
+
+ for( size_t byteIter = 0; byteIter < sizeof( uint32_t ); ++byteIter )
+ {
+ *hashTargetPtr++ = frameIndex & 0xff;
+ frameIndex >>= 8u;
+ }
+ }
+
if( maskTextureId != INVALID_TEXTURE_ID )
{
auto textureIdIndex = hashTarget.length();
const bool useAtlas,
TextureId maskTextureId,
TextureManager::MultiplyOnLoad preMultiplyOnLoad,
- StorageType storageType )
+ StorageType storageType,
+ bool isAnimatedImage,
+ uint32_t frameIndex )
{
// Default to an invalid ID, in case we do not find a match.
int cacheIndex = INVALID_CACHE_INDEX;
( ( size.GetWidth() == 0 && size.GetHeight() == 0 ) ||
( fittingMode == textureInfo.fittingMode &&
samplingMode == textureInfo.samplingMode ) ) &&
- ( storageType == textureInfo.storageType ) )
+ ( storageType == textureInfo.storageType ) &&
+ ( isAnimatedImage == ( ( textureInfo.animatedImageLoading ) ? true : false ) ) &&
+ ( frameIndex == textureInfo.frameIndex ) )
{
// 1. If preMultiplyOnLoad is MULTIPLY_ON_LOAD, then textureInfo.preMultiplyOnLoad should be true. The premultiplication result can be different.
// 2. If preMultiplyOnLoad is LOAD_WITHOUT_MULTIPLY, then textureInfo.preMultiplied should be false.
{
}
-void TextureManager::AsyncLoadingHelper::Load(TextureId textureId,
- const VisualUrl& url,
- ImageDimensions desiredSize,
- FittingMode::Type fittingMode,
- SamplingMode::Type samplingMode,
- bool orientationCorrection,
- DevelAsyncImageLoader::PreMultiplyOnLoad preMultiplyOnLoad)
+void TextureManager::AsyncLoadingHelper::LoadAnimatedImage( TextureId textureId,
+ Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex )
+{
+ mLoadingInfoContainer.push_back( AsyncLoadingInfo( textureId ) );
+ auto id = DevelAsyncImageLoader::LoadAnimatedImage( mLoader, animatedImageLoading, frameIndex );
+ mLoadingInfoContainer.back().loadId = id;
+}
+
+void TextureManager::AsyncLoadingHelper::Load( TextureId textureId,
+ const VisualUrl& url,
+ ImageDimensions desiredSize,
+ FittingMode::Type fittingMode,
+ SamplingMode::Type samplingMode,
+ bool orientationCorrection,
+ DevelAsyncImageLoader::PreMultiplyOnLoad preMultiplyOnLoad )
{
- mLoadingInfoContainer.push_back(AsyncLoadingInfo(textureId));
+ mLoadingInfoContainer.push_back( AsyncLoadingInfo( textureId ) );
auto id = DevelAsyncImageLoader::Load( mLoader, url.GetUrl(), desiredSize, fittingMode, samplingMode, orientationCorrection, preMultiplyOnLoad );
mLoadingInfoContainer.back().loadId = id;
}
-void TextureManager::AsyncLoadingHelper::ApplyMask( TextureId textureId,
- Devel::PixelBuffer pixelBuffer,
- Devel::PixelBuffer maskPixelBuffer,
- float contentScale,
- bool cropToMask,
+void TextureManager::AsyncLoadingHelper::ApplyMask( TextureId textureId,
+ Devel::PixelBuffer pixelBuffer,
+ Devel::PixelBuffer maskPixelBuffer,
+ float contentScale,
+ bool cropToMask,
DevelAsyncImageLoader::PreMultiplyOnLoad preMultiplyOnLoad )
{
- mLoadingInfoContainer.push_back(AsyncLoadingInfo(textureId));
+ mLoadingInfoContainer.push_back( AsyncLoadingInfo( textureId ) );
auto id = DevelAsyncImageLoader::ApplyMask( mLoader, pixelBuffer, maskPixelBuffer, contentScale, cropToMask, preMultiplyOnLoad );
mLoadingInfoContainer.back().loadId = id;
}
// TextureManager Main API:
/**
+ * @brief Requests an frame of animated image load.
+ *
+ * The parameters are used to specify how the animated image is loaded.
+ * The observer has the LoadComplete method called when the load is ready.
+ *
+ * @param[in] animatedImageLoading The AnimatedImageLoading that contain the animated image information
+ * @param[in] frameIndex The frame index to load.
+ * @param[in] samplingMode The SamplingMode to use
+ * @param[in] synchronousLoading true if the frame should be loaded synchronously
+ * @param[out] textureId The textureId of the frame
+ * @param[in] wrapModeU Horizontal Wrap mode
+ * @param[in] wrapModeV Vertical Wrap mode
+ * @param[in] textureObserver The client object should inherit from this and provide the "UploadCompleted" virtual.
+ * This is called when an image load completes (or fails).
+ *
+ * @return The texture set containing the frame of animated image, or empty if still loading.
+ */
+
+ TextureSet LoadAnimatedImageTexture( Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex,
+ Dali::SamplingMode::Type samplingMode,
+ bool synchronousLoading,
+ TextureManager::TextureId& textureId,
+ Dali::WrapMode::Type wrapModeU, Dali::WrapMode::Type wrapModeV,
+ TextureUploadObserver* textureObserver );
+
+ /**
* @brief Requests an image load of the given URL to get PixelBuffer.
*
* The parameters are used to specify how the image is loaded.
* @param[in] reloadPolicy Forces a reload of the texture even if already cached
* @param[in] preMultiplyOnLoad True if the image color should be multiplied by it's alpha. Set to false if
* there is no alpha
+ * @param[in] animatedImageLoading The AnimatedImageLoading to load animated image
+ * @param[in] frameIndex The frame index of a frame to be loaded frame
* @return A TextureId to use as a handle to reference this Texture
*/
TextureId RequestLoadInternal(
TextureUploadObserver* observer,
bool orientationCorrection,
TextureManager::ReloadPolicy reloadPolicy,
- MultiplyOnLoad& preMultiplyOnLoad );
+ MultiplyOnLoad& preMultiplyOnLoad,
+ Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex );
/**
* @brief Get the current state of a texture
UseAtlas useAtlas,
TextureManager::TextureHash hash,
bool orientationCorrection,
- bool preMultiplyOnLoad )
+ bool preMultiplyOnLoad,
+ Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex )
: url( url ),
desiredSize( desiredSize ),
useSize( desiredSize ),
fittingMode( fittingMode ),
samplingMode( samplingMode ),
storageType( UPLOAD_TO_TEXTURE ),
+ animatedImageLoading( animatedImageLoading ),
+ frameIndex( frameIndex ),
loadSynchronously( loadSynchronously ),
useAtlas( useAtlas ),
cropToMask( cropToMask ),
FittingMode::Type fittingMode:3; ///< The requested FittingMode
Dali::SamplingMode::Type samplingMode:3; ///< The requested SamplingMode
StorageType storageType:2; ///< CPU storage / GPU upload;
+ Dali::AnimatedImageLoading animatedImageLoading; ///< AnimatedImageLoading that contains animated image information.
+ uint32_t frameIndex; ///< frame index that be loaded, in case of animated image
bool loadSynchronously:1; ///< True if synchronous loading was requested
UseAtlas useAtlas:2; ///< USE_ATLAS if an atlas was requested.
///< This is updated to false if atlas is not used
* Only applies size, fitting mode andsampling mode if the size is specified.
* Only applies maskTextureId if it isn't INVALID_TEXTURE_ID
* Always applies useAtlas.
- * @param[in] url The URL of the image to load
- * @param[in] size The image size
- * @param[in] fittingMode The FittingMode to use
- * @param[in] samplingMode The SamplingMode to use
- * @param[in] useAtlas True if atlased
- * @param[in] maskTextureId The masking texture id (or INVALID_TEXTURE_ID)
- * @return A hash of the provided data for caching.
+ * @param[in] url The URL of the image to load
+ * @param[in] size The image size
+ * @param[in] fittingMode The FittingMode to use
+ * @param[in] samplingMode The SamplingMode to use
+ * @param[in] useAtlas True if atlased
+ * @param[in] maskTextureId The masking texture id (or INVALID_TEXTURE_ID)
+ * @param[in] isAnimatedImage The boolean value to know whether the request is for animated image or not
+ * @param[in] frameIndex The frame index of a frame to be loaded frame
+ * @return A hash of the provided data for caching.
*/
TextureHash GenerateHash( const std::string& url, const ImageDimensions size,
const FittingMode::Type fittingMode,
const Dali::SamplingMode::Type samplingMode, const UseAtlas useAtlas,
- TextureId maskTextureId );
+ TextureId maskTextureId, StorageType storageType, bool isAnimatedImage, uint32_t frameIndex );
/**
* @brief Looks up a cached texture by its hash.
* @param[in] maskTextureId Optional texture ID to use to mask this image
* @param[in] preMultiplyOnLoad if the image's color should be multiplied by it's alpha. Set to OFF if there is no alpha.
* @param[in] storageType Whether the pixel data is stored in the cache, returned with PixelBuffer or uploaded to the GPU
- * @return A TextureId of a cached Texture if found. Or INVALID_TEXTURE_ID if not found.
+ * @param[in] isAnimatedImage The boolean value to know whether the request is for animated image or not
+ * @param[in] frameIndex The frame index of a frame to be loaded frame
+ * @return A TextureId of a cached Texture if found. Or INVALID_TEXTURE_ID if not found.
*/
TextureManager::TextureId FindCachedTexture(
const TextureManager::TextureHash hash,
const bool useAtlas,
TextureId maskTextureId,
MultiplyOnLoad preMultiplyOnLoad,
- StorageType storageType );
+ StorageType storageType,
+ bool isAnimatedImage,
+ uint32_t frameIndex );
private:
AsyncLoadingHelper(TextureManager& textureManager);
/**
+ * @brief Load a new frame of animated image
+ * @param[in] textureId TextureId to reference the texture that will be loaded
+ * @param[in] animatedImageLoading The AnimatedImageLoading to load animated image
+ * @param[in] frameIndex The frame index of a frame to be loaded frame
+ */
+ void LoadAnimatedImage( TextureId textureId,
+ Dali::AnimatedImageLoading animatedImageLoading,
+ uint32_t frameIndex);
+
+ /**
* @brief Load a new texture.
* @param[in] textureId TextureId to reference the texture that will be loaded
* @param[in] url The URL of the image to load
const unsigned int TOOLKIT_MAJOR_VERSION = 1;
const unsigned int TOOLKIT_MINOR_VERSION = 9;
-const unsigned int TOOLKIT_MICRO_VERSION = 19;
+const unsigned int TOOLKIT_MICRO_VERSION = 20;
const char * const TOOLKIT_BUILD_DATE = __DATE__ " " __TIME__;
#ifdef DEBUG_ENABLED
#define DALI_TOOLKIT_IMAGE_VISUAL_PROPERTIES_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
/**
* @brief Defines the batch size for pre-loading images in the AnimatedImageVisual
* @details Name "batchSize", type Property::INTEGER, number of images to pre-load
- * before starting to play. Default value: 1
+ * before starting to play. Default value: 2
* @SINCE_1_2.60
* @note Optional.
+ * @note Minimum supported value is 2.
*/
BATCH_SIZE,
/**
* @brief Defines the cache size for loading images in the AnimatedImageVisual
* @details Name "cacheSize", type Property::INTEGER, number of images to keep
- * cached ahead during playback. Default value: 1
+ * cached ahead during playback. Default value: 2
*
* @SINCE_1_2.60
* @note Optional.
+ * @note Minimum supported value is 2.
* @note, cacheSize should be >= batchSize.
* If it isn't, then the cache will automatically be changed to batchSize.
* @note, because of the defaults, it is expected that the application developer
Name: dali2-toolkit
Summary: Dali 3D engine Toolkit
-Version: 1.9.19
+Version: 1.9.20
Release: 1
Group: System/Libraries
License: Apache-2.0 and BSD-3-Clause and MIT