Beispiel #1
0
        /// <summary>
        /// Gets the texture set used by this renderer.
        /// </summary>
        /// <returns>The texture set used by the renderer.</returns>
        /// <since_tizen> 3 </since_tizen>
        public TextureSet GetTextures()
        {
            //to fix memory leak issue, match the handle count with native side.
            System.IntPtr cPtr = Interop.Renderer.GetTextures(SwigCPtr);
            HandleRef     CPtr = new global::System.Runtime.InteropServices.HandleRef(this, cPtr);
            TextureSet    ret  = Registry.GetManagedBaseHandleFromNativePtr(CPtr.Handle) as TextureSet;

            if (cPtr != null && ret == null)
            {
                ret = new TextureSet(cPtr, false);
                if (NDalicPINVOKE.SWIGPendingException.Pending)
                {
                    throw NDalicPINVOKE.SWIGPendingException.Retrieve();
                }
                return(ret);
            }
            Interop.BaseHandle.DeleteBaseHandle(CPtr);
            CPtr = new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero);

            if (NDalicPINVOKE.SWIGPendingException.Pending)
            {
                throw NDalicPINVOKE.SWIGPendingException.Retrieve();
            }
            return(ret);
        }
Beispiel #2
0
        internal Renderer GetRenderer(FrameData data)
        {
            Geometry geometry = CreateQuadGeometry();
            Shader   shader   = CreateShader();
            Texture  texture  = null;

            renderer   = new Renderer(geometry, shader);
            textureSet = new TextureSet();

            switch (data.Type)
            {
            case FrameData.FrameType.RemoteSurfaceTbmSurface:
                if (data.TbmSurface == null)
                {
                    geometry.Dispose();
                    shader.Dispose();
                    return(null);
                }
                texture = new Texture(data.TbmSurface);
                textureSet.SetTexture(0, texture);
                renderer.SetTextures(textureSet);
                break;

            default:
                break;
            }

            texture?.Dispose();
            geometry.Dispose();
            shader.Dispose();
            return(renderer);
        }
Beispiel #3
0
 /// <summary>
 /// Sets the texture set to be used by this renderer.
 /// </summary>
 /// <param name="textureSet">The texture set to be used by this renderer.</param>
 /// <since_tizen> 3 </since_tizen>
 public void SetTextures(TextureSet textureSet)
 {
     NDalicPINVOKE.Renderer_SetTextures(swigCPtr, TextureSet.getCPtr(textureSet));
     if (NDalicPINVOKE.SWIGPendingException.Pending)
     {
         throw NDalicPINVOKE.SWIGPendingException.Retrieve();
     }
 }
Beispiel #4
0
 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(TextureSet obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }