const char* TEST_INVALID_FILE_NAME = TEST_RESOURCE_DIR "/invalid.jpg";
const char* TEST_REMOTE_INVALID_FILE_NAME = "https://www.tizen.org/invalid.png";
const char* TEST_MASK_IMAGE_FILE_NAME = TEST_RESOURCE_DIR "/mask.png";
+
+
+bool gResourceReadySignalFired = false;
+
+void ResourceReadySignal( Control control )
+{
+ gResourceReadySignalFired = true;
}
return actor;
}
+
+Visual::Base CreateVisualWithPolicy( const char* url, Property::Index key, const Property::Value& value )
+{
+ VisualFactory factory = VisualFactory::Get();
+
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, url );
+ propertyMap.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
+ propertyMap.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
+ propertyMap.Insert( key , value );
+
+ return factory.CreateVisual( propertyMap );
+}
+
+} // namespace
+
void TestVisualRender( ToolkitTestApplication& application,
DummyControl& actor,
Visual::Base& visual,
Property::Map propertyMap;
propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
propertyMap.Insert( ImageVisual::Property::URL, TEST_LARGE_IMAGE_FILE_NAME );
+ propertyMap.Insert( DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::DETACHED );
TestGlAbstraction& gl = application.GetGlAbstraction();
TraceCallStack& textureTrace = gl.GetTextureTrace();
tet_infoline("Test that removing last actor does delete the texture\n");
- Stage::GetCurrent().Remove( actor2 );
+ Stage::GetCurrent().Remove( actor2 ); // Detaches remaining ImageVisual
application.SendNotification();
application.Render();
ToolkitTestApplication application;
tet_infoline( "UtcDaliImageVisualReleasePolicy01 Detached Policy, disabling visual with this policy deletes texture" );
- VisualFactory factory = VisualFactory::Get();
-
- Property::Map propertyMap;
- propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
- propertyMap.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
- propertyMap.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
- propertyMap.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
- propertyMap.Insert( DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::DETACHED );
-
- Visual::Base imageVisual = factory.CreateVisual(propertyMap);
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::DETACHED );
DALI_TEST_CHECK( imageVisual );
// Set up debug trace
ToolkitTestApplication application;
tet_infoline( "UtcDaliImageVisualReleasePolicy02 Destroyed Policy, Texture should be deleted when visual destroyed" );
- VisualFactory factory = VisualFactory::Get();
- const std::string MASK_IMAGE = TEST_REMOTE_IMAGE_FILE_NAME;
-
- Property::Map propertyMap;
- propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
- propertyMap.Insert( Visual::Property::MIX_COLOR, Color::MAGENTA );
- propertyMap.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
- propertyMap.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
- propertyMap.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
- propertyMap.Insert( DevelImageVisual::Property::RELEASE_POLICY , DevelImageVisual::ReleasePolicy::DESTROYED );
-
- Visual::Base imageVisual = factory.CreateVisual(propertyMap);
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::DESTROYED );
DALI_TEST_CHECK( imageVisual );
// Setup debug trace
ToolkitTestApplication application;
tet_infoline( "UtcDaliImageVisualReleasePolicy03 Never Policy, texture should not be deleted after visual destroyed" );
- VisualFactory factory = VisualFactory::Get();
-
- Property::Map propertyMap;
- propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
- propertyMap.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
- propertyMap.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
- propertyMap.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
- propertyMap.Insert( DevelImageVisual::Property::RELEASE_POLICY , DevelImageVisual::ReleasePolicy::NEVER );
-
- Visual::Base imageVisual = factory.CreateVisual(propertyMap);
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::NEVER );
DALI_TEST_CHECK( imageVisual );
TestGlAbstraction& gl = application.GetGlAbstraction();
ToolkitTestApplication application;
tet_infoline( "UtcDaliImageVisualReleasePolicy04 Two visuals with different policies sharing a texture" );
- VisualFactory factory = VisualFactory::Get();
-
tet_infoline( "Create first visual with Never release policy" );
- Property::Map propertyMapNeverReleasePolicy;
- propertyMapNeverReleasePolicy.Insert( Visual::Property::TYPE, Visual::IMAGE );
- propertyMapNeverReleasePolicy.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
- propertyMapNeverReleasePolicy.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
- propertyMapNeverReleasePolicy.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
- propertyMapNeverReleasePolicy.Insert( DevelImageVisual::Property::RELEASE_POLICY , DevelImageVisual::ReleasePolicy::NEVER );
- Visual::Base imageVisualNever = factory.CreateVisual( propertyMapNeverReleasePolicy );
+ Visual::Base imageVisualNever = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::NEVER );
tet_infoline( "Create second visual with Destroyed release policy");
- Property::Map propertyMapDestroyedReleasePolicy;
- propertyMapDestroyedReleasePolicy.Insert( Visual::Property::TYPE, Visual::IMAGE );
- propertyMapDestroyedReleasePolicy.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
- propertyMapDestroyedReleasePolicy.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
- propertyMapDestroyedReleasePolicy.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
- propertyMapDestroyedReleasePolicy.Insert( DevelImageVisual::Property::RELEASE_POLICY , DevelImageVisual::ReleasePolicy::DESTROYED );
- Visual::Base imageVisualDestroyed = factory.CreateVisual( propertyMapDestroyedReleasePolicy );
+ Visual::Base imageVisualDestroyed = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::DESTROYED );
// Set up trace debug
TestGlAbstraction& gl = application.GetGlAbstraction();
ToolkitTestApplication application;
tet_infoline( "UtcDaliImageVisualReleasePolicy06 Never Policy, texture should not be affected by Disabling and Enabling visual" );
- VisualFactory factory = VisualFactory::Get();
-
- Property::Map propertyMap;
- propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
- propertyMap.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
- propertyMap.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
- propertyMap.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
- propertyMap.Insert( DevelImageVisual::Property::RELEASE_POLICY , DevelImageVisual::ReleasePolicy::NEVER );
-
- Visual::Base imageVisual = factory.CreateVisual(propertyMap);
+ Visual::Base imageVisual= CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::NEVER );
DALI_TEST_CHECK( imageVisual );
TestGlAbstraction& gl = application.GetGlAbstraction();
ToolkitTestApplication application;
tet_infoline( "UtcDaliImageVisualReleasePolicy07 Two visuals with different policies sharing a texture DETACHED and DESTROYED" );
- VisualFactory factory = VisualFactory::Get();
-
tet_infoline( "Create first visual with DESTROYED release policy" );
- Property::Map propertyMapNeverReleasePolicy;
- propertyMapNeverReleasePolicy.Insert( Visual::Property::TYPE, Visual::IMAGE );
- propertyMapNeverReleasePolicy.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
- propertyMapNeverReleasePolicy.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
- propertyMapNeverReleasePolicy.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
- propertyMapNeverReleasePolicy.Insert( DevelImageVisual::Property::RELEASE_POLICY , DevelImageVisual::ReleasePolicy::DESTROYED );
- Visual::Base imageVisualDestroyed = factory.CreateVisual( propertyMapNeverReleasePolicy );
+ Visual::Base imageVisualDestroyed = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::DESTROYED );
+
tet_infoline( "Create second visual with DETACHED release policy");
- Property::Map propertyMapDestroyedReleasePolicy;
- propertyMapDestroyedReleasePolicy.Insert( Visual::Property::TYPE, Visual::IMAGE );
- propertyMapDestroyedReleasePolicy.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
- propertyMapDestroyedReleasePolicy.Insert( ImageVisual::Property::DESIRED_WIDTH, 20 );
- propertyMapDestroyedReleasePolicy.Insert( ImageVisual::Property::DESIRED_HEIGHT, 30 );
- propertyMapDestroyedReleasePolicy.Insert( DevelImageVisual::Property::RELEASE_POLICY , DevelImageVisual::ReleasePolicy::DETACHED );
- Visual::Base imageVisualDetached = factory.CreateVisual( propertyMapDestroyedReleasePolicy );
+ Visual::Base imageVisualDetached = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::RELEASE_POLICY, DevelImageVisual::ReleasePolicy::DETACHED );
// Set up trace debug
TestGlAbstraction& gl = application.GetGlAbstraction();
END_TEST;
}
+
+int UtcDaliImageVisualLoadPolicy01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy01 Load a visual image before attaching to stage" );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::IMMEDIATE );
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ // Ensure texture has been uploaded
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture loading starts after visual created" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ textureTrace.Reset();
+
+ 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, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetSize(200.f, 200.f);
+ Stage::GetCurrent().Add( actor );
+ tet_infoline( "Ensure nothing triggers another load as texure already loaded" );
+ const unsigned int TIME_OUT_3_SECONDS = 3;
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1, TIME_OUT_3_SECONDS ), false, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ // Ensure texture is deleted when no longer needed (ref count was correct )
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy02(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy01 Load a visual image only after attached to stage" );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::ATTACHED );
+
+ const unsigned int TIME_OUT_3_SECONDS = 3;
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1, TIME_OUT_3_SECONDS ), false, TEST_LOCATION );
+
+ // Act on meeage queue even although nothing expected to load
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture is not generated yet" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+ textureTrace.Reset();
+
+ 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, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetSize(200.f, 200.f);
+ Stage::GetCurrent().Add( actor );
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture generated and renderer created" );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+
+ // Ensure texture is delete when no longer needed
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy03(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy03 Load a visual image before attaching to stage and receive ResourceReady signal" );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ 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.
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ // Ensure texture has been uploaded
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture loading starts after visual created" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ textureTrace.Reset();
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+
+ tet_infoline( "Registering visual attaches it to stage and trigger the loading signal if Image 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
+
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
Property::Map shadowMapSet;
Property::Map shadowMapGet;
- shadowMapSet.Insert( "color", "green" );
- shadowMapSet.Insert( "offset", "2 2" );
+ shadowMapSet.Insert( "color", Color::GREEN );
+ shadowMapSet.Insert( "offset", Vector2(2.0f, 2.0f) );
+ shadowMapSet.Insert( "blurRadius", 3.0f );
editor.SetProperty( TextEditor::Property::SHADOW, shadowMapSet );
TextEditor editor = TextEditor::New();
- std::string shadowSettings( "{\"color\":\"green\",\"offset\":\"2 2\"}" );
+ std::string shadowSettings( "{\"color\":\"green\",\"offset\":\"2 2\",\"blurRadius\":\"0\"}" );
Stage::GetCurrent().Add( editor );
- editor.SetProperty( TextEditor::Property::SHADOW, "{\"color\":\"green\",\"offset\":\"2 2\"}" );
+ editor.SetProperty( TextEditor::Property::SHADOW, "{\"color\":\"green\",\"offset\":\"2 2\",\"blurRadius\":\"0\"}" );
Property::Value value = editor.GetProperty<std::string>( TextEditor::Property::SHADOW );
std::string result;
Property::Map shadowMapSet;
Property::Map shadowMapGet;
- shadowMapSet.Insert( "color", "green" );
- shadowMapSet.Insert( "offset", "2 2" );
+ shadowMapSet.Insert( "color", Color::GREEN );
+ shadowMapSet.Insert( "offset", Vector2(2.0f, 2.0f) );
+ shadowMapSet.Insert( "blurRadius", 3.0f );
field.SetProperty( TextField::Property::SHADOW, shadowMapSet );
Property::Map shadowMapSet;
Property::Map shadowMapGet;
- shadowMapSet.Insert( "color", "green" );
- shadowMapSet.Insert( "offset", "2 2" );
+ shadowMapSet.Insert( "color", Color::GREEN );
+ shadowMapSet.Insert( "offset", Vector2(2.0f, 2.0f) );
+ shadowMapSet.Insert( "blurRadius", 5.0f );
label.SetProperty( TextLabel::Property::SHADOW, shadowMapSet );
shadowMapSet.Clear();
Property::Map shadowDisabledMapGet;
- shadowDisabledMapGet.Insert( "color", "green" );
- shadowDisabledMapGet.Insert( "offset", "0 0" );
+ shadowDisabledMapGet.Insert( "color", Color::GREEN );
+ shadowDisabledMapGet.Insert( "offset", Vector2(0.0f, 0.0f) );
+ shadowDisabledMapGet.Insert( "blurRadius", 5.0f );
label.SetProperty( TextLabel::Property::SHADOW, shadowMapSet );
Property::Map shadowMapSet;
shadowMapSet.Insert( "color", "green" );
shadowMapSet.Insert( "offset", "2 2" );
+ shadowMapSet.Insert( "blurRadius", "3" );
label.SetProperty( TextLabel::Property::SHADOW, shadowMapSet );
outlineMapSet["color"] = Color::RED;
namespace DevelImageVisual
{
+/**
+ * @brief The policy determining if the image is loaded when the visual is staged or created.
+ */
+namespace LoadPolicy
+{
+
+/**
+ * @brief The available named elements that define the LoadPolicy.
+ */
+enum Type
+{
+ IMMEDIATE = 0, ///< The image is loaded when the ImageVisual is created.
+ ATTACHED ///< The image is loaded when the ImageVisual is attached to the stage.
+};
+
+} // namespace LoadPolicy
/**
* @brief The policy determining when a image is deleted from the cache in relation to the ImageVisual lifetime.
CROP_TO_MASK = Dali::Toolkit::ImageVisual::Property::CROP_TO_MASK,
/**
+ * @brief The policy to determine when an image should be loaded.
+ * @details Name "loadPolicy", Type LoadPolicy::Type (Property::INTEGER)or Property::STRING.
+ * @note Default LoadPolicy::ATTACHED
+ * @see LoadPolicy::Type
+ */
+ LOAD_POLICY = CROP_TO_MASK + 1,
+
+ /**
* @brief The policy to determine when an image should no longer be cached.
* @details Name "releasePolicy", Type ReleasePolicy::Type (Property::INTEGER) or Property::STRING
* @note Default ReleasePolicy::DESTROYED
// Create the image buffer for shadow
Devel::PixelBuffer shadowImageBuffer = CreateImageBuffer( bufferWidth, bufferHeight, Typesetter::STYLE_SHADOW, ignoreHorizontalAlignment, pixelFormat, penY, 0u, numberOfGlyphs - 1 );
+ // Check whether it will be a soft shadow
+ const float& blurRadius = mModel->GetShadowBlurRadius();
+
+ if ( blurRadius > Math::MACHINE_EPSILON_1 )
+ {
+ shadowImageBuffer.ApplyGaussianBlur( blurRadius );
+ }
+
// Combine the two buffers
imageBuffer = CombineImageBuffer( imageBuffer, shadowImageBuffer, bufferWidth, bufferHeight );
}
return mModel->GetShadowColor();
}
+const float& ViewModel::GetShadowBlurRadius() const
+{
+ return mModel->GetShadowBlurRadius();
+}
+
const Vector4& ViewModel::GetUnderlineColor() const
{
return mModel->GetUnderlineColor();
virtual const Vector4& GetShadowColor() const;
/**
+ * @copydoc ModelInterface::GetShadowBlurRadius()
+ */
+ virtual const float& GetShadowBlurRadius() const;
+
+ /**
* @copydoc ModelInterface::GetUnderlineColor()
*/
virtual const Vector4& GetUnderlineColor() const;
return mImpl->mModel->mVisualModel->GetShadowColor();
}
+void Controller::SetShadowBlurRadius( const float& shadowBlurRadius )
+{
+ if ( fabsf( GetShadowBlurRadius() - shadowBlurRadius ) > Math::MACHINE_EPSILON_1 )
+ {
+ mImpl->mModel->mVisualModel->SetShadowBlurRadius( shadowBlurRadius );
+
+ mImpl->RequestRelayout();
+ }
+}
+
+const float& Controller::GetShadowBlurRadius() const
+{
+ return mImpl->mModel->mVisualModel->GetShadowBlurRadius();
+}
+
void Controller::SetUnderlineColor( const Vector4& color )
{
mImpl->mModel->mVisualModel->SetUnderlineColor( color );
const Vector4& GetShadowColor() const;
/**
+ * @brief Set the shadow blur radius.
+ *
+ * @param[in] shadowBlurRadius The shadow blur radius, 0,0 indicates no blur.
+ */
+ void SetShadowBlurRadius( const float& shadowBlurRadius );
+
+ /**
+ * @brief Retrieve the shadow blur radius.
+ *
+ * @return The shadow blur radius.
+ */
+ const float& GetShadowBlurRadius() const;
+
+ /**
* @brief Set the underline color.
*
* @param[in] color color of underline.
{
const std::string COLOR_KEY( "color" );
const std::string OFFSET_KEY( "offset" );
+const std::string BLUR_RADIUS_KEY( "blurRadius" );
const std::string WIDTH_KEY( "width" );
const std::string HEIGHT_KEY( "height" );
const std::string ENABLE_KEY( "enable" );
bool& colorDefined,
Vector4& color,
bool& offsetDefined,
- Vector2& offset )
+ Vector2& offset,
+ bool& blurRadiusDefined,
+ float& blurRadius )
{
const unsigned int numberOfItems = shadowPropertiesMap.Count();
/// Color key.
colorDefined = true;
- const std::string colorStr = valueGet.second.Get<std::string>();
-
- Text::ColorStringToVector4( colorStr.c_str(), colorStr.size(), color );
+ if( valueGet.second.GetType() == Dali::Property::STRING )
+ {
+ const std::string colorStr = valueGet.second.Get<std::string>();
+ Text::ColorStringToVector4( colorStr.c_str(), colorStr.size(), color );
+ }
+ else
+ {
+ color = valueGet.second.Get<Vector4>();
+ }
}
else if( OFFSET_KEY == valueGet.first.stringKey )
{
/// Offset key.
offsetDefined = true;
- const std::string offsetStr = valueGet.second.Get<std::string>();
+ if( valueGet.second.GetType() == Dali::Property::STRING )
+ {
+ const std::string offsetStr = valueGet.second.Get<std::string>();
+ StringToVector2( offsetStr.c_str(), offsetStr.size(), offset );
+ }
+ else
+ {
+ offset = valueGet.second.Get<Vector2>();
+ }
+ }
+ else if( BLUR_RADIUS_KEY == valueGet.first.stringKey )
+ {
+ /// Blur radius key.
+ blurRadiusDefined = true;
- StringToVector2( offsetStr.c_str(), offsetStr.size(), offset );
+ if( valueGet.second.GetType() == Dali::Property::STRING )
+ {
+ const std::string blurRadiusStr = valueGet.second.Get<std::string>();
+ blurRadius = StringToFloat( blurRadiusStr.c_str() );
+ }
+ else
+ {
+ blurRadius = valueGet.second.Get<float>();
+ }
}
}
Vector4 color;
bool offsetDefined = false;
Vector2 offset;
+ bool blurRadiusDefined = false;
+ float blurRadius;
bool empty = true;
colorDefined,
color,
offsetDefined,
- offset );
+ offset,
+ blurRadiusDefined,
+ blurRadius );
controller->ShadowSetByString( !empty );
colorDefined,
color,
offsetDefined,
- offset );
+ offset,
+ blurRadiusDefined,
+ blurRadius );
controller->ShadowSetByString( false );
}
controller->SetShadowOffset( offset );
update = true;
}
+
+ if( blurRadiusDefined && ( controller->GetShadowBlurRadius() != blurRadius ) )
+ {
+ controller->SetShadowBlurRadius( blurRadius );
+ update = true;
+ }
}
else
{
{
const Vector4& color = controller->GetShadowColor();
const Vector2& offset = controller->GetShadowOffset();
+ const float& blurRadius = controller->GetShadowBlurRadius();
if ( controller->IsShadowSetByString() )
{
std::string offsetStr;
Vector2ToString( offset, offsetStr );
- shadowProperties += "\"offset\":\"" + offsetStr + "\"}";
+ shadowProperties += "\"offset\":\"" + offsetStr + "\",";
+
+ std::string blurRadiusStr;
+ FloatToString( blurRadius, blurRadiusStr );
+ shadowProperties += "\"blurRadius\":\"" + blurRadiusStr + "\"}";
value = shadowProperties;
}
{
Property::Map map;
- std::string colorStr;
- Vector4ToColorString( color, colorStr );
- map.Insert( COLOR_KEY, colorStr );
-
- std::string offsetStr;
- Vector2ToString( offset, offsetStr );
- map.Insert( OFFSET_KEY, offsetStr );
+ map.Insert( COLOR_KEY, color );
+ map.Insert( OFFSET_KEY, offset );
+ map.Insert( BLUR_RADIUS_KEY, blurRadius );
value = map;
}
virtual const Vector4& GetShadowColor() const = 0;
/**
+ * @brief Retrieve the shadow blur radius.
+ *
+ * @return The shadow blur radius.
+ */
+ virtual const float& GetShadowBlurRadius() const = 0;
+
+ /**
* @brief Retrieves the underline color.
*
* @return The underline color.
return mVisualModel->mShadowColor;
}
+const float& Model::GetShadowBlurRadius() const
+{
+ return mVisualModel->mShadowBlurRadius;
+}
+
const Vector4& Model::GetUnderlineColor() const
{
return mVisualModel->GetUnderlineColor();
virtual const Vector4& GetShadowColor() const;
/**
+ * @copydoc ModelInterface::GetShadowBlurRadius()
+ */
+ virtual const float& GetShadowBlurRadius() const;
+
+ /**
* @copydoc ModelInterface::GetUnderlineColor()
*/
virtual const Vector4& GetUnderlineColor() const;
mShadowColor = shadowColor;
}
+void VisualModel::SetShadowBlurRadius( const float& shadowBlurRadius )
+{
+ mShadowBlurRadius = shadowBlurRadius;
+}
+
void VisualModel::SetUnderlineColor( const Vector4& color )
{
mUnderlineColor = color;
return mShadowColor;
}
+const float& VisualModel::GetShadowBlurRadius() const
+{
+ return mShadowBlurRadius;
+}
+
const Vector4& VisualModel::GetUnderlineColor() const
{
return mUnderlineColor;
mShadowOffset(),
mUnderlineHeight( 0.0f ),
mOutlineWidth( 0.0f ),
+ mShadowBlurRadius( 0.0f ),
mNaturalSize(),
mLayoutSize(),
mCachedLineIndex( 0u ),
const Vector4& GetShadowColor() const;
/**
+ * @brief Set the shadow blur radius.
+ *
+ * @param[in] shadowBlurRadius The shadow blur radius, 0,0 indicates no blur.
+ */
+ void SetShadowBlurRadius( const float& shadowBlurRadius );
+
+ /**
+ * @brief Retrieve the shadow blur radius.
+ *
+ * @return The shadow blur radius.
+ */
+ const float& GetShadowBlurRadius() const;
+
+ /**
* @brief Sets the text's underline color.
*
* @param[in] color The text's underline color.
Vector2 mShadowOffset; ///< Offset for drop shadow, 0 indicates no shadow
float mUnderlineHeight; ///< Fixed height for underline to override font metrics.
float mOutlineWidth; ///< Width of outline.
+ float mShadowBlurRadius; ///< Blur radius of shadow, 0 indicates no blur.
private:
DALI_ENUM_TO_STRING_WITH_SCOPE( Dali::WrapMode, MIRRORED_REPEAT )
DALI_ENUM_TO_STRING_TABLE_END( WRAP_MODE )
+// load policies
+DALI_ENUM_TO_STRING_TABLE_BEGIN( LOAD_POLICY )
+DALI_ENUM_TO_STRING_WITH_SCOPE( DevelImageVisual::LoadPolicy, IMMEDIATE )
+DALI_ENUM_TO_STRING_WITH_SCOPE( DevelImageVisual::LoadPolicy, ATTACHED )
+DALI_ENUM_TO_STRING_TABLE_END( LOAD_POLICY )
+
// release policies
DALI_ENUM_TO_STRING_TABLE_BEGIN( RELEASE_POLICY )
DALI_ENUM_TO_STRING_WITH_SCOPE( DevelImageVisual::ReleasePolicy, DETACHED )
mSamplingMode( samplingMode ),
mWrapModeU( WrapMode::DEFAULT ),
mWrapModeV( WrapMode::DEFAULT ),
+ mLoadPolicy( DevelImageVisual::LoadPolicy::ATTACHED ),
mReleasePolicy( DevelImageVisual::ReleasePolicy::DETACHED ),
mAttemptAtlasing( false ),
mLoading( false )
mSamplingMode( SamplingMode::DEFAULT ),
mWrapModeU( WrapMode::DEFAULT ),
mWrapModeV( WrapMode::DEFAULT ),
+ mLoadPolicy( DevelImageVisual::LoadPolicy::ATTACHED ),
mReleasePolicy( DevelImageVisual::ReleasePolicy::DESTROYED ),
mAttemptAtlasing( false ),
mLoading( false )
{
DoSetProperty( Toolkit::ImageVisual::Property::CROP_TO_MASK, keyValue.second );
}
+ else if ( keyValue.first == LOAD_POLICY_NAME )
+ {
+ DoSetProperty( Toolkit::DevelImageVisual::Property::LOAD_POLICY, keyValue.second );
+ }
else if( keyValue.first == RELEASE_POLICY_NAME )
{
DoSetProperty( Toolkit::DevelImageVisual::Property::RELEASE_POLICY, keyValue.second );
}
}
}
+
+ // Load image immediately if LOAD_POLICY requires it
+ if ( mLoadPolicy == DevelImageVisual::LoadPolicy::IMMEDIATE )
+ {
+ auto attemptAtlasing = mAttemptAtlasing;
+ LoadTexture( attemptAtlasing, mAtlasRect, mTextures );
+ }
}
void ImageVisual::DoSetProperty( Property::Index index, const Property::Value& value )
mReleasePolicy = DevelImageVisual::ReleasePolicy::Type( releasePolicy );
break;
}
+
+ case Toolkit::DevelImageVisual::Property::LOAD_POLICY:
+ {
+ int loadPolicy;
+ Scripting::GetEnumerationProperty( value, LOAD_POLICY_TABLE, LOAD_POLICY_TABLE_COUNT, loadPolicy );
+ mLoadPolicy = DevelImageVisual::LoadPolicy::Type( loadPolicy );
+ }
}
}
return mImpl->mFlags & Impl::IS_SYNCHRONOUS_RESOURCE_LOADING;
}
-/*
-( VisualUrl& url, Dali::ImageDimensions desiredSize, Dali::FittingMode::Type fittingMode, Dali::SamplingMode::Type samplingMode,
- ImageVisual::MaskingData* maskInfo, bool synchronousLoading,
- TextureManager::TextureId textureId, Vector4& textureRect, bool& atlasingStatus, bool& loadingStatus
- */
-void ImageVisual::InitializeRenderer()
+void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures )
{
- mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
-
TextureManager& textureManager = mFactoryCache.GetTextureManager();
- if( ! mImpl->mCustomShader && mImageUrl.GetProtocolType() == VisualUrl::LOCAL )
+ ImageAtlasManagerPtr atlasManager = nullptr;
+ AtlasUploadObserver* atlasUploadObserver = nullptr;
+ auto textureObserver = this;
+
+ if( atlasing )
{
- bool defaultWrapMode = mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE;
+ atlasManager = mFactoryCache.GetAtlasManager();
+ atlasUploadObserver = this;
+ }
- Vector4 atlasRect;
+ textures = textureManager.LoadTexture( mImageUrl, mDesiredSize, mFittingMode, mSamplingMode,
+ mMaskingData, IsSynchronousResourceLoading(), mTextureId,
+ atlasRect, atlasing, mLoading, mWrapModeU,
+ mWrapModeV, textureObserver, atlasUploadObserver, atlasManager );
+}
- auto attemptAtlasing = mAttemptAtlasing;
+void ImageVisual::InitializeRenderer()
+{
+ auto attemptAtlasing = ( ! mImpl->mCustomShader && mImageUrl.GetProtocolType() == VisualUrl::LOCAL && mAttemptAtlasing );
- // texture set has to be created first as we need to know if atlasing succeeded or not
- // when selecting the shader
- TextureSet textures =
- textureManager.LoadTexture(mImageUrl, mDesiredSize, mFittingMode, mSamplingMode,
- mMaskingData, IsSynchronousResourceLoading(), mTextureId,
- atlasRect, attemptAtlasing, mLoading, mWrapModeU,
- mWrapModeV, this, this, mFactoryCache.GetAtlasManager());
- if(attemptAtlasing)
- {
- mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
- }
- CreateRenderer( textures );
+ // texture set has to be created first as we need to know if atlasing succeeded or not
+ // when selecting the shader
- if( mImpl->mFlags & Impl::IS_ATLASING_APPLIED ) // the texture is packed inside atlas
- {
- mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, atlasRect );
- if( !defaultWrapMode ) // custom wrap mode
- {
- Vector2 wrapMode(mWrapModeU-WrapMode::CLAMP_TO_EDGE, mWrapModeV-WrapMode::CLAMP_TO_EDGE);
- wrapMode.Clamp( Vector2::ZERO, Vector2( 2.f, 2.f ) );
- mImpl->mRenderer.RegisterProperty( WRAP_MODE_UNIFORM_NAME, wrapMode );
- }
- }
+ if( mTextureId == TextureManager::INVALID_TEXTURE_ID && ! mTextures ) // Only load the texture once
+ {
+ LoadTexture( attemptAtlasing, mAtlasRect, mTextures );
+ }
+
+ if( attemptAtlasing ) // Flag needs to be set before creating renderer
+ {
+ mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
}
else
{
- auto attemptAtlasing = false;
- // for custom shader or remote image, atlas is not applied
- Vector4 atlasRect; // ignored in this case
- TextureSet textures =
- textureManager.LoadTexture(mImageUrl, mDesiredSize, mFittingMode, mSamplingMode,
- mMaskingData, IsSynchronousResourceLoading(), mTextureId,
- atlasRect, attemptAtlasing, mLoading, mWrapModeU, mWrapModeV, this,
- nullptr, nullptr); // no atlasing
- DALI_ASSERT_DEBUG(attemptAtlasing == false);
- CreateRenderer( textures );
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
+ }
+
+ CreateRenderer( mTextures );
+ mTextures.Reset(); // Visual should not keep a handle to the texture after this point.
+
+ if( attemptAtlasing ) // the texture is packed inside atlas
+ {
+ mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, mAtlasRect );
+
+ bool defaultWrapMode = mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE;
+
+ if( !defaultWrapMode ) // custom wrap mode
+ {
+ Vector2 wrapMode(mWrapModeU-WrapMode::CLAMP_TO_EDGE, mWrapModeV-WrapMode::CLAMP_TO_EDGE);
+ wrapMode.Clamp( Vector2::ZERO, Vector2( 2.f, 2.f ) );
+ mImpl->mRenderer.RegisterProperty( WRAP_MODE_UNIFORM_NAME, wrapMode );
+ }
}
}
else
{
// reuse existing code for regular images
- CreateRenderer( textures );
+ CreateRenderer( textures ); // Textures will be retreived from Image
}
ApplyImageToSampler( image );
}
map.Insert( Toolkit::ImageVisual::Property::CROP_TO_MASK, mMaskingData->mCropToMask );
}
+ map.Insert( Toolkit::DevelImageVisual::Property::LOAD_POLICY, mLoadPolicy );
map.Insert( Toolkit::DevelImageVisual::Property::RELEASE_POLICY, mReleasePolicy );
}
Actor actor = mPlacementActor.GetHandle();
if( actor )
{
+ mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, mAtlasRect );
actor.AddRenderer( mImpl->mRenderer );
-
// reset the weak handle so that the renderer only get added to actor once
mPlacementActor.Reset();
}
{
if( mImpl->mRenderer )
{
+ if( usingAtlas )
+ {
+ mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, mAtlasRect );
+ }
+
actor.AddRenderer( mImpl->mRenderer );
// reset the weak handle so that the renderer only get added to actor once
mPlacementActor.Reset();
-
if( loadingSuccess )
{
Sampler sampler = Sampler::New();
* | pixelArea | VECTOR4 |
* | wrapModeU | INTEGER OR STRING |
* | wrapModeV | INTEGER OR STRING |
+ * | loadPolicy | INTEGER OR STRING |
* | releasePolicy | INTEGER OR STRING |
*
* where pixelArea is a rectangular area.
* "DONT_CARE"
* "DEFAULT"
*
+ * where loadPolicy should be one of the following image loading modes
+ * "IMMEDIATE" // Loads image even if visual not attached to stage yet
+ * "ATTACHED" // Only loads image once visual is attached to stage
*
* where releasePolicy should be one of the following policies for when to cache the image
* "DETACHED" // Release image from cache when visual detached from stage
void ApplyImageToSampler( const Image& image );
/**
+ * @brief Load the texture, will try to atlas unless unable or param set to false.
+ * @param[in, out] atlasing flag if the image has been put in a atlas (true), passing false will not atlas even if possible.
+ * @param[out] atlasRect if atlasing is used this the texture area of the image in the atlas.
+ * @param[out] textures resulting texture set from the image loading.
+ */
+ void LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& textures );
+
+ /**
* @brief Initializes the Dali::Renderer from the image url
*/
void InitializeRenderer();
Dali::ImageDimensions mDesiredSize;
TextureManager::TextureId mTextureId;
+ TextureSet mTextures;
Dali::FittingMode::Type mFittingMode:3;
Dali::SamplingMode::Type mSamplingMode:4;
Dali::WrapMode::Type mWrapModeU:3;
Dali::WrapMode::Type mWrapModeV:3;
+ DevelImageVisual::LoadPolicy::Type mLoadPolicy;
DevelImageVisual::ReleasePolicy::Type mReleasePolicy;
+ Vector4 mAtlasRect;
bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture
bool mLoading; ///< True if the texture is still loading.
};
PixelData data;
if( url.IsValid() )
{
- // if sync loading is required, the loading should immediately when actor is on stage
Devel::PixelBuffer pixelBuffer = LoadImageFromFile( url.GetUrl(), desiredSize, fittingMode, samplingMode );
if( pixelBuffer )
{
const char * const FRAME_DELAY_NAME("frameDelay");
const char * const MASK_CONTENT_SCALE_NAME("maskContentScale");
const char * const CROP_TO_MASK_NAME("cropToMask");
+const char * const LOAD_POLICY_NAME("loadPolicy");
const char * const RELEASE_POLICY_NAME("releasePolicy");
// Text visual
extern const char * const FRAME_DELAY_NAME;
extern const char * const MASK_CONTENT_SCALE_NAME;
extern const char * const CROP_TO_MASK_NAME;
+extern const char * const LOAD_POLICY_NAME;
extern const char * const RELEASE_POLICY_NAME;
// Text visual
#### Drop Shadow
-To add a drop-shadow to the text, simply set the SHADOW property. Shadow parameters can be set through a json string, see the examples below.
+To add a drop-shadow to the text, simply set the SHADOW property. Shadow parameters can be set through a json string or through a property map, see the examples below.
~~~{.cpp}
// C++
label3.SetProperty( TextLabel::Property::TEXT, "Text with Bigger Shadow" );
label3.SetProperty( TextLabel::Property::SHADOW, "{\"offset\":\"2 2\",\"color\":\"black\"}" );
-label4.SetProperty( TextLabel::Property::TEXT, "Text with Color Shadow" );
-label4.SetProperty( TextLabel::Property::SHADOW, "{\"offset\":\"1 1\",\"color\":\"red\"}" );
+label4.SetProperty( TextLabel::Property::TEXT, "Text with Color Soft Shadow" );
+
+Property::Map shadow;
+shadow.Insert( "offset", Vector2(1.0f, 1.0f) );
+shadow.Insert( "color", Color::RED );
+shadow.Insert( "blurRadius", 2.0f ); // A value of 0 indicates no blur. The bigger the radius, the more blurry.
+label4.SetProperty( TextLabel::Property::SHADOW, shadow );
+
~~~
~~~{.js}
label3.text = "Text with Bigger Shadow";
label3.shadow = "{\"offset\":\"2 2\",\"color\":\"black\"}";
-label4.SetProperty( TextLabel::Property::TEXT, "Text with Color Shadow" );
-label3.shadow = "{\"offset\":\"1 1\",\"color\":\"red\"}";
+label4.SetProperty( TextLabel::Property::TEXT, "Text with Color Soft Shadow" );
+var shadow = {
+ "offset" : [ 1.0, 1.0 ],
+ "color" : dali.COLOR_RED;
+ "blurRadius" : 2.0
+};
+label4.shadow = shadow;
+
~~~