text: #ifndef DALI_TOOLKIT_INTERNAL_SVG_VISUAL_H
  #define DALI_TOOLKIT_INTERNAL_SVG_VISUAL_H
  
  /*
   * Copyright (c) 2021 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.
   * You may obtain a copy of the License at
   *
   * http://www.apache.org/licenses/LICENSE-2.0
   *
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   *
   */
  
  // EXTERNAL INCLUDES
  #include <dali/public-api/common/intrusive-ptr.h>
  #include <dali/public-api/object/weak-handle.h>
  
  // INTERNAL INCLUDES
  #include <dali-toolkit/internal/visuals/visual-base-impl.h>
  #include <dali-toolkit/internal/visuals/visual-url.h>
  
  namespace Dali
  {
  namespace Toolkit
  {
  namespace Internal
  {
  class ImageVisualShaderFactory;
  class SvgVisual;
  typedef IntrusivePtr<SvgVisual> SvgVisualPtr;
  
  /**
   * The visual which renders a svg image
   *
   * The following property is essential
   *
   * | %Property Name           | Type             |
   * |--------------------------|------------------|
   * | url                      | STRING           |
   *
   */
  class SvgVisual : public Visual::Base
  {
  public:
    /**
     * @brief Create the SVG Visual using the image URL.
     *
     * The visual will parse the SVG image once it is set.
     * And rasterize it into BufferImage synchronously when the associated actor is put on stage, and destroy the BufferImage when it is off stage
     *
     * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
     * @param[in] shaderFactory The ImageVisualShaderFactory object
     * @param[in] imageUrl The URL to svg resource to use
     * @param[in] properties A Property::Map containing settings for this visual
     * @return A smart-pointer to the newly allocated visual.
     */
    static SvgVisualPtr New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl, const Property::Map& properties);
  
    /**
     * @brief Create the SVG Visual using the image URL.
     *
     * The visual will parse the SVG image once it is set.
     * And rasterize it into BufferImage synchronously when the associated actor is put on stage, and destroy the BufferImage when it is off stage
     *
     * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
     * @param[in] shaderFactory The ImageVisualShaderFactory object
     * @param[in] imageUrl The URL to svg resource to use
     * @return A smart-pointer to the newly allocated visual.
     */
    static SvgVisualPtr New(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl);
  
  public: // from Visual
    /**
     * @copydoc Visual::Base::GetNaturalSize
     */
    void GetNaturalSize(Vector2& naturalSize) override;
  
    /**
     * @copydoc Visual::Base::CreatePropertyMap
     */
    void DoCreatePropertyMap(Property::Map& map) const override;
  
    /**
     * @copydoc Visual::Base::CreateInstancePropertyMap
     */
    void DoCreateInstancePropertyMap(Property::Map& map) const override;
  
  protected:
    /**
     * @brief Constructor.
     *
     * @param[in] factoryCache A pointer pointing to the VisualFactoryCache object
     * @param[in] shaderFactory The ImageVisualShaderFactory object
     * @param[in] imageUrl The URL to svg resource to use
     */
    SvgVisual(VisualFactoryCache& factoryCache, ImageVisualShaderFactory& shaderFactory, const VisualUrl& imageUrl);
  
    /**
     * @brief A reference counted object may only be deleted by calling Unreference().
     */
    virtual ~SvgVisual();
  
    /**
     * @copydoc Visual::Base::OnInitialize
     */
    void OnInitialize() override;
  
    /**
     * @copydoc Visual::Base::DoSetProperties
     */
    void DoSetProperties(const Property::Map& propertyMap) override;
  
    /**
     * @copydoc Visual::Base::DoSetOnScene
     */
    void DoSetOnScene(Actor& actor) override;
  
    /**
     * @copydoc Visual::Base::DoSetOffScene
     */
    void DoSetOffScene(Actor& actor) override;
  
    /**
     * @copydoc Visual::Base::OnSetTransform
     */
    void OnSetTransform() override;
  
    /**
     * @copydoc Visual::Base::IsResourceReady
     */
    bool IsResourceReady() const override;
  
    /**
     * @copydoc Visual::Base::UpdateShader
     */
    void UpdateShader() override;
  
    /**
     * @copydoc Visual::Base::GenerateShader
     */
    Shader GenerateShader() const override;
  
  public:
    /**
     * @bried Apply the rasterized image to the visual.
     *
     * @param[in] vectorImage The data of vector image.
     * @param[in] rasterizedPixelData The pixel buffer with the rasterized pixels
     * @param[in] bool Whether the resource is loaded
     */
    void ApplyRasterizedImage(VectorImageRenderer vectorImage, PixelData rasterizedPixelData, bool isLoaded);
  
  private:
    /**
     * @brief Load the SVG Image from the set URL.
     */
    void Load();
  
    /**
     * @bried Rasterize the svg with the given size, and add it to the visual.
     *
     * @param[in] size The target size of the SVG rasterization.
     */
    void AddRasterizationTask(const Vector2& size);
  
    /**
     * Helper method to set individual values by index key.
     * @param[in] index The index key of the value
     * @param[in] value The value
     */
    void DoSetProperty(Property::Index index, const Property::Value& value);
  
    // Undefined
    SvgVisual(const SvgVisual& svgRenderer);
  
    // Undefined
    SvgVisual& operator=(const SvgVisual& svgRenderer);
  
  private:
    ImageVisualShaderFactory& mImageVisualShaderFactory;
    Vector4                   mAtlasRect;
    VisualUrl                 mImageUrl;
    VectorImageRenderer       mVectorRenderer;
    uint32_t                  mDefaultWidth;
    uint32_t                  mDefaultHeight;
    WeakHandle<Actor>         mPlacementActor;
    Vector2                   mVisualSize;
    bool                      mLoadFailed;
    bool                      mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture
  };
  
  } // namespace Internal
  
  } // namespace Toolkit
  
  } // namespace Dali
  
  #endif /* DALI_TOOLKIT_INTERNAL_SVG_VISUAL_H */
  